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1153 lines
190 KiB
JSON
1153 lines
190 KiB
JSON
{
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"+SKILL": "+compétence",
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"+STR": "+for",
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"ABILITIES": "Capacités",
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"ABILITY": "Caractéristique",
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"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
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"AC": "CA",
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"ACCELERATED_SUCCOR": "Accelerated Succor",
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"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
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"ACTIVE?": "Actif ?",
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"AC_DESC": "Determined by armor in Gear section",
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"ADD": "Ajouter",
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"ADD_EXTRA_SKILLS": "Ajouter des compétences sup.",
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"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
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"ADD_LUCK_SAVE": "Ajouter un jet de sauv. de chance",
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"ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.",
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"ADEPT": "Adepte",
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"ADMINISTER": "Administrer",
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"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
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"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
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"ADVANCED_BOW": "Advanced Bow",
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"ADVANCED_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
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"ADVANCED_LAB": "Advanced lab",
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"ADVANCED_LAB_DESC": "Skill bonus for analysis and research.",
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"ADVANCED_NAV_COMPUTER": "Advanced nav computer",
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"ADVANCED_NAV_COMPUTER_DESC": "Adds +2 for travelling familiar spike courses.",
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"ADVENTURER": "Aventurier(e)",
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"ADVENTURER_EXPERT_PSYCHIC": "Adventurer (Expert/Psychic)",
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"ADVENTURER_EXPERT_WARRIOR": "Adventurer (Expert/Warrior)",
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"ADVENTURER_PSYCHIC_WARRIOR": "Adventurer (Psychic/Warrior)",
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"ADVENTURER_CLASS_ABILITY": "Pour définir les capacités de votre aventurier, choisissez deux des trois classes partielles suivantes. \n- Expert partiel: vous gagnez un niveau gratuit dans un focus non martial lié à votre historique. La plupart des concepts prendront Spécialiste, bien que Diplomate, Voyageur stellaire, Guérisseur ou un autre focus soit plus adapté. Gagnez un point de compétence supplémentaire à chaque fois que vous gagnez un niveau qui peut être dépensé sur n'importe quelle compétence non psychique et non martiale. \n- Psychique partiel: vous êtes un psychique restreint. Choisissez une discipline psychique comme compétence bonus au niveau 0. Vous pouvez améliorer cette compétence avec des foci ou des points de compétence gagnés en progressant d'un niveau, mais vous ne pouvez pas apprendre ou améliorer une autre compétence psychique. Votre effort maximum est égal à 1 plus le niveau de cette compétence psychique plus le meilleur de vos modificateurs de Sagesse ou de Constitution, jusqu'à un minimum de 1. \n- Guerrier partiel: vous gagnez un niveau gratuit dans un focus de combat liée à votre historique. Gagnez +1 à votre bonus d'attaque aux premier et cinquième niveaux. Gagnez 2 points de vie maximum supplémentaires à chaque niveau. En plus, au premier niveau, vous obtenez 1d6 + 2 pour vos points de vie maximum. Au deuxième, vous lancez 2d6 + 4, et ainsi de suite.",
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"AFFINITY?": "Affinity?",
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"AFFINITY_ABILITIES": "Affinity Abilities",
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"AI": "I.A.",
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"AI_CHARACTER": "AI Character",
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"AI_CHARACTER_DESC": "Play as an AI, with mechanical Shells and advanced Processing and Routines. Rules for this are in the Deluxe Edition.",
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"AI_COMPANION": "AI Companion",
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"AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
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"AI_ROUTINE": "AI Routine",
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"AI_ROUTINES": "AI Routines",
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"ALECTO": "Alecto",
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"ALERT": "Alerte",
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"ALERT_DESC": "Vous êtes parfaitement conscient de votre environnement et pratiquement impossible à ignorer. Vous avez une rapidité de réponse instinctive qui vous aide à agir avant que les personnes moins méfiantes pensent à bouger. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nNiveau 1: Gagner Remarquer en compétence bonus. Vous ne pouvez pas être surpris, et les autres ne peuvent pas utiliser une Attaque d'exécution sur vous. Lorsque vous lancez l'initiative, lancez deux fois et prenez le meilleur résultat. \nNiveau 2: Vous agissez toujours en premier lors d'un round de combat à moins que quelqu'un d'autre impliqué soit également Alerte.",
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"ALTERNATE_OUTCOME": "Résultat alternatif",
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"ALTERNATE_OUTCOME_DESC": "Le psychique peut détecter un échec imminent et tenter de sauver l'action. En tant qu'Action instantanée, il peut cibler un allié visible ou lui-même et dépenser de l'effort pour la journée pour permettre à la cible de relancer un jet de d'attaque, un jet de sauvegarde ou un test de compétence raté, prenant le meilleur des deux jets. Ce pouvoir perturbe cependant les lignes de probabilité délicates et ne peut pas être utilisé sur une cible donnée plus d'une fois par jour.",
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"ALWAYS": "Toujours",
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"AMMO": "Munition",
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"AMMO_20_ROUNDS": "Ammo, 20 rounds",
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"AMMO_20_ROUNDS_DESC": "A few worlds are too primitive or too resource-poor to manufacture ammunition, but the vast majority of worlds provide cartridges in almost every conceivable caliber and make. Most local gunsmiths can load ammunition to any specification required by a buyer.",
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"AMMO_AND_POWER": "Ammo & Power",
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"AMMO_MISSILE": "Ammo, missile",
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"AMMO_MISSILE_DESC": "Some characters might have reason to pack along a man-portable rocket launcher, or have one mounted on their favorite gravcar. Heavy weapons and their ammunition are usually outlawed for civilians on most worlds, but this price is for locales where missiles can be bought.",
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"AMMO_UNIT": "Ammo Unit",
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"AMMO_UNIT_DESC": "The drone carries one power cell or magazine worth of ammunition for each of its onboard weapons, whether single or multiple. The operator can reload an ammo unit as a Main Action.",
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"AMPHIBIOUS_OPERATION": "Amphibious operation",
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"AMPHIBIOUS_OPERATION_DESC": "Can land and can operate under water.",
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"ANGUISHED_VISION": "Vision de souffrance",
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"ANGUISHED_VISION_DESC": "La prémonition du psychique est suffisamment sophistiquée pour prévoir clairement plusieurs secondes dans le futur. En tant qu'Action instantanée, il peut dépenser de l'effort pour la journée et déclarer que ce qu'il vient de faire ou de voir est une vision de l'avenir immédiat. Le temps revient au début du compte d'initiative dans un tour de combat, ou six secondes plus tôt si hors combat. Rien de ce qui s'est passé pendant cette manche ne s'est encore réellement produit.\nCette capacité est extrêmement épuisante et ne peut être utilisée qu'une fois par jour.",
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"ANTI_VEHICLE_LASER": "Anti-Vehicle Laser",
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"ANTI_VEHICLE_LASER_DESC": "Anti-vehicle lasers are less useful against soft targets, but excel at penetrating vehicle armor. Against vehicles and other hard-skinned targets, damage is rolled twice and the better result is used.",
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"AP": "PA",
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"ARCANIST": "Arcanist",
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"ARMOR": "Armure",
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"ARMORED_UNDERSUIT": "Armored Undersuit",
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"ARMORED_UNDERSUIT_DESC": "An armored undersuit is a skin-tight bodysuit woven of advanced TL4 fibers with exceptional shock-activated rigidity and impact dispersion capabilities. Transparent panels allow for it to be worn with almost any outfit without drawing notice or being detected without a close tactile examination.",
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"ARMORED_VACC_SUIT": "Armored Vacc Suit",
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"ARMORED_VACC_SUIT_DESC": "An armored vacc suit has traded off some comfort and flexibility for additional protective thickness. Aside from functioning as a normal vacc suit, it has only half the usual chance to tear when hit by an edged weapon or suit ripper. The choice between armored or standard suits is a common debate in spacer bars.",
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"ARMORY": "Armurerie",
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"ARMORY_DESC": "Weapons and armor for the crew.",
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"ARMOR_CLASS": "Classe d'Armure",
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"ARMSMAN": "Homme d'armes",
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"ARMSMAN_DESC": "Vous avez une compétence inhabituelle avec les armes lancées et les attaques de mêlée. Les avantages de ce focus ne s’appliquent pas aux attaques à mains nues ou aux armes à projectiles. Pour les armes lancées, vous ne pouvez pas utiliser les avantages du focus Homme d'armes en même temps que Pistolero.\nNiveau 1: Gagner Poignarder en compétence bonus. Vous pouvez dégainer ou rengainer une arme de mélée ou de lancer en action instantannée. Vous pouvez ajouter votre niveau de compétence Poignarder au jet de dégâts ou aux dégâts de choc d'une arme de mêlée ou lancer, en supposant qu'elle en ait au départ.\nNiveau 2: Vos armes primitives de mêlée et de lancer comptent comme des armes TL4 dans le but de surmonter les armures avancées. Même en cas d'échec avec une arme de mêlée, vous infligez 1d4 dégâts non modifiés à la cible, plus les dégâts de choc. Ce bonus de dégâts ne s'applique pas aux armes lancées ou aux attaques utilisant la compétence Frapper.",
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"ARTIFACT": "Artéfact",
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"ARTIST": "Artiste",
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"ASK": "Demander",
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"ASSASSIN": "Assassin",
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"ASSASSIN_DESC": "Vous êtes habitué au meurtre soudain et avez certains avantages à effectuer une Attaque d'exécution comme décrit dans les règles à la page 52.\nNiveau 1: Gagner Se Faufiler en compétence bonus. Vous pouvez cacher un objet pas plus gros qu'un couteau ou un pistolet de tout ce qui est moins invasif qu'une fouille à nu, y compris les dispositifs de détection d'armes TL4 normaux. Vous pouvez dégainer ou faire apparaître cet objet en tant qu'Action Au tour, et vos attaques à distance à bout portant faites par surprise avec celui-ci ne peuvent pas manquer la cible.\nNiveau 2: Vous pouvez effectuer une action Déplacement dans le même tour que vous effectuez une Attaque d'exécution, vous rapprochant rapidement d'une cible avant d'attaquer. Vous pouvez diviser cette action de déplacement lorsque vous effectuez une Attaque d'exécution, en prenant une partie avant le meurtre de votre cible et après. Ce mouvement se produit trop rapidement pour alerter une victime ou pour être gêné par des gardes du corps, à l'exception d'un mur physique de viande entre vous et votre proie.",
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"ASSAULT_SUIT": "Assault Suit",
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"ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
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"ASSISTED": "Assisted",
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"ATHLETICS": "Athlétisme",
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"ATMOFILTER": "Atmofilter",
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"ATMOFILTER_DESC": "This face mask can filter out most atmospheric toxins. Attaching a standard vacc suit oxygen bottle to a belt-mounted feed will also supply a breathable atmosphere for up to six hours.",
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"ATMOSPHERIC_CONFIGURATION": "Atmospheric configuration",
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"ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.",
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"ATTACK": "Attaque",
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"ATTACKS": "Attaques",
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"ATTACK_BONUS": "Bonus d’attaque",
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"ATTACK_BONUS_SHORT": "BA",
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"ATTR": "Attr.",
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"ATTRIBUTE": "Attribut",
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"AUGMENTED_PLATING": "Augmented Plating",
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"AUTHORITY": "Autorité",
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"AUTHORITY_DESC": "Vous avez une sorte de charisme étrange à votre sujet, qui fait que les autres suivent instinctivement vos instructions et font avancer vos causes. Au niveau 1, c'est un talent de charme et de magnétisme personnel, tandis que le niveau 2 pourrait suggérer une influence télépathique latente ou des augmentations mémétique transhumaines. Si ce focus se réfère à des servants, cela signifie que les PNJ ont volontairement choisi d'être à votre service. Les PJ ne comptent jamais comme des adeptes.\nNiveau 1: Gagner Mener en compétence bonus. Une fois par jour, vous pouvez faire une demande à un PNJ qui ne vous est pas ouvertement hostile, en effectuant un test de compétence Cha / Mener avec comme difficulté le score de Moral du PNJ. Si vous réussissez, il se conformera à la demande, à condition qu'elle ne soit pas nuisible ou extrêmement inhabituelle.\nNiveau 2: Ceux qui vous suivent sont remplis de confiance. Tout PNJ directement dirigé par vous gagne un bonus de moral et de jet d'attaque égal à votre compétence Mener et un bonus de +1 à tous les tests de compétence. Vos servants n'agiront pas contre vos intérêts à moins d'être soumis à une pression extrême.",
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"AUTOMATION_SUPPORT": "Automation support",
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"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
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"AUTO_TARGETING_SYSTEM": "Auto-targeting system",
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"AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
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"BACKGROUND": "Historique",
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"BACKPACK": "Sac à dos",
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"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
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"BARBARIAN_HERO": "Barbarian Hero",
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"BARBARIAN_TRIBAL": "Barbarian Tribal",
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"BASE": "Vitesse de base",
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"BASIC_ABILITIES": "Basic Abilities",
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"BATTLESHIP": "Battleship",
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"BEAST": "Bête",
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"BEZOAR": "Bezoar",
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"BEZOAR_DESC": "Requires Heal-1. A complex antibiotic cocktail, Bezoar is an effective default treatment for a wide variety of infectious diseases. When applied to a sufferer, roll 1d6; on a 1, this victim cannot be helped by Bezoar, while otherwise the affliction is cured within 24 hours. Each application of Bezoar adds 1 System Strain to the target, and it cannot cure cancers, bioweapons, or congenital diseases.",
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"BINOCULARS": "Jumelles",
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"BINOCULARS_DESC": "Standard 7x50 binoculars. TL4 versions are available that have integral low-light optics and up to 25x150 power. TL 4 binocs cost 200 credits and require a type A power cell for up to a week of regular usage.",
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"BIOADAPTATION_AUGMENTS": "Bioadaptation Augments",
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"BIOADAPTATION_AUGMENTS_DESC": "These additional synthetic organs and filters allow the bearer to survive in thin-atmosphere conditions, as well as tolerate temperatures ranging from Antarctic chill to heat sufficient to boil water. They can also eat a wide range of native life forms for sustenance; no normal planet’s native biology is ever considered immiscible for consumption.",
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"BIOPSIONICS": "Biopsioniques",
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"BIOSCANNER": "Bioscanner",
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"BIOSCANNER_DESC": "While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.",
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"BLACK_SLAB": "Black slab",
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"BLACK_SLAB_DESC": "While a “black slab” appears to be a normal dataslab to casual examination, these devices are packed with intrusion-optimization hardware and integral line tapping tools. They function as a metatool for purposes of accessing data lines and grant a +1 bonus to all hacking attempts made with them. They are also quite illegal on most worlds, available only from black market dealers and private sales from hackers.",
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"BOARDING_COUNTERMEASURES": "Boarding Countermeasures",
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"BOARDING_COUNTERMEASURES_DESC": "Makes enemy boarding more difficult.",
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"BOARDING_TUBES": "Boarding tubes",
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"BOARDING_TUBES_DESC": "Allows boarding of a hostile disabled ship.",
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"BODY_ARSENAL_ARRAY": "Body Arsenal Array",
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"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
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"BODY_SCULPTING": "Body Sculpting",
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"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
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"BOMBER": "Bombardier",
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"BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
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"BONUS": "Bonus",
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"BOOSTS": "Boosts",
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"BRAINWAVE": "Brainwave",
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"BRAINWAVE_DESC": "Requires Heal-2. This psitech drug requires advanced TL5 facilities to compound, and the few remaining doses from pre-Silence periods are rarely available on the open market. Application of Brainwave gives a psychic 2 extra maximum Effort for one hour. At the end of that hour, they suffer 4 points of System Strain. If their Strain is maximized by this, they go unconscious for one hour. Only one dose can be active at a time.",
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"BROKEN": "Brisé",
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"BULK_FREIGHTER": "Bulk Freighter",
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"BUNDLED": "Bundled",
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"BURDENED_APPORTATION": "Burdened Apportation",
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"BURDENED_APPORTATION_DESC": "The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.",
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"BUREAUCRACY": "Bureaucratie",
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"BURST": "Burst",
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"BURST_ECM_GENERATOR": "Burst ECM Generator",
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"BURST_ECM_GENERATOR_DESC": "Negates one successful hit.",
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"BUSINESS": "Commerce",
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"CAPITAL": "Capital",
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"CARGO": "Cargaison",
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"CARGO_LIGHTER": "Cargo lighter",
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"CARGO_LIGHTER_DESC": "Orbit-to-surface cargo shuttle.",
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"CARGO_SPACE": "Cargo space",
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"CARGO_SPACE_DESC": "Pressurized cargo space.",
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"CARRIER": "Carrier",
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"CHARACTER": "Personnage",
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"CHARACTER_OPTIONS": "Options de personnage",
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"CHARGED_PARTICLE_CASTER": "Charged Particle Caster",
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"CHARISMA": "Charisme",
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"CHARISMA_DESC": "Commander, être charmant, attirer l'attention, étre pris au sérieux",
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"CHARISMA_SHORT": "CHA",
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"CHECK_RESULT": "Résultat du test",
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"CHOOSE_ARMOR": "Choisir une armure",
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"CHOOSE_CYBERWARE": "Choisir cybernétique",
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"CHOOSE_DEFENSE": "Choisir défense",
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"CHOOSE_FITTING": "Choose fitting",
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"CHOOSE_FOCUS": "Choisir un focus",
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"CHOOSE_GEAR": "Choisir un équipement",
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"CHOOSE_ON_HOVER": "Choose on hover",
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"CHOOSE_TECHNIQUE": "Choisir une technique",
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"CHOOSE_WEAPON": "Choisir une arme",
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"CIVILIAN_SECURITY_BOT": "Civilian Security Bot",
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"CLASS": "Classe",
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"CLASS_ABILITY": "Capacité de classe",
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"CLIMBING_HARNESS": "Climbing harness",
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"CLIMBING_HARNESS_DESC": "A collection of straps, ropes, pitons, and other climbing aids that grant a +1 bonus on any Exert climbing skill test. Using a climbing harness is noisy, and any Sneak skill checks while climbing with one suffer a -2 penalty.",
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"CLOAK_POWERS": "Masquer les pouvoirs",
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"CLOAK_POWERS_DESC": "Le metapsion peut cacher ses propres capacités psychiques des sens metapsioniques. Il doit déployer des efforts aussi longtemps qu'il le souhaite pour masquer ses pouvoirs. Lorsqu'il est caché, seul un métapsion avec une compétence égale ou supérieure en métapsionique peut détecter ses capacités avec ses capacités de raffinement psychique de niveau 0 ou 2. Dans de tels cas, un jet Sag / Metapsioniques opposé est fait entre la métapsion et l'investigateur. Si l'investigateur gagne, le Masque tombe, si le métapsion l'emporte, le pouvoir de raffinement psychique de l'investigateur ne détecte rien.",
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"CLOSE_COMBATANT": "Combattant de corps à corps",
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"CLOSE_COMBATANT_DESC": "Vous avez beaucoup d’entraînement en combat rapproché et en luttes désespérées avec un pistolet ou une lame. Vous êtes extrêmement doué pour éviter les blessures en combat au corps à corps, et au niveau 2, vous pouvez esquiver en pleine mêlée sans craindre d'être poignardé au passage.\nNiveau 1: Gagner n'importe quelle compétence de combat en compétence bonus. Vous pouvez utiliser des armes à distance de la taille d'un pistolet en mêlée sans subir de pénalités pour la proximité des attaquants de mêlée. Vous ignorez les dégâts de Choc des assaillants de mêlée, même si vous n'êtes pas armé à ce moment-là.\nNiveau 2: Les dégâts de Choc de vos attaques de mêlée traitent toutes les cibles comme si elles avaient CA 10. L'action de combat Retrait de combat est traitée comme une action Au tour pour vous et peut être effectuée librement.",
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"CLOUD": "Cloud",
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"CLUMSY": "Maladroit",
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"COLD_SLEEP_PODS": "Cold sleep pods",
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"COLD_SLEEP_PODS_DESC": "Keeps occupants in stasis.",
|
||
"COLONY_CORE": "Colony core",
|
||
"COLONY_CORE_DESC": "Ship can be deconstructed into a colony base.",
|
||
"COMBAT": "Combat",
|
||
"COMBAT_ENERGY": "Combat/Energy Weapons",
|
||
"COMBAT_FIELD_UNIFORM": "Combat Field Uniform",
|
||
"COMBAT_FIELD_UNIFORM_DESC": "A combat field uniform is sophisticated battle dress fabricated from TL4 ablative coatings, rigid plates, and shock-activated soft components. The CFU is the standard uniform for well-equipped TL4 front-line soldiers.",
|
||
"COMBAT_GUNNERY": "Combat/Gunnery",
|
||
"COMBAT_PRIMITIVE": "Combat/Primitive Weapons",
|
||
"COMBAT_PROJECTILE": "Combat/Projectile Weapons",
|
||
"COMBAT_PSITECH": "Combat/Psitech",
|
||
"COMBAT_RIFLE": "Combat Rifle",
|
||
"COMBAT_RIFLE_DESC": "Combat rifles are favored by the militaries of tech level 3 worlds, trading some of the often-unnecessary range and penetration of a conventional rifle for a larger ammunition capacity and burst fire capabilities. On more strait-laced worlds such military weaponry is often illegal for civilians to possess.",
|
||
"COMBAT_SHOTGUN": "Combat Shotgun",
|
||
"COMBAT_SHOTGUN_DESC": "Combat shotguns are more complicated and temperamental versions of conventional shotguns. These weapons have substantially larger ammunition capacity and are capable of firing in burst mode. Combat shotguns can fire slug rounds just as normal shotguns.",
|
||
"COMBAT_UNARMED": "Combat/Unarmed",
|
||
"COMMITTED_EFFORT": "Committed Effort",
|
||
"COMMITTED_PROCESSING": "Committed Processing",
|
||
"COMMUNICATIONS": "Communications",
|
||
"COMM_SERVER": "Serveur de comm",
|
||
"COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
|
||
"COMPAD": "Compad",
|
||
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
|
||
"COMPANION_BOT": "Companion Bot",
|
||
"COMPUTER": "Ordinateur",
|
||
"COMPUTING_GEAR": "Computing Gear",
|
||
"CONCERT_OF_MINDS": "Concert of Minds",
|
||
"CONCERT_OF_MINDS_DESC": "As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member’s skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member’s powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.",
|
||
"CONNECT": "Contacter",
|
||
"CONNECTED": "Rentrer en contact",
|
||
"CONNECTED?": "Connected?",
|
||
"CONNECTED_DESC": "Vous êtes remarquablement doué pour vous faire des amis et tisser des liens avec les gens qui vous entourent. Où que vous alliez, vous semblez toujours connaître quelqu'un d'utile à vos fins.\nNiveau 1: Gagner Contacter en compétence bonus. Si vous avez passé au moins une semaine dans un endroit pas entièrement hostile, vous aurez créé un réseau de contacts prêts à vous rendre des services qui ne peuvent pas être plus que légèrement illégaux. Vous pouvez demander une faveur par jour de jeu et le MJ décide jusqu'où il ira pour vous. \nNiveau 2: Une fois par session de jeu, si ce n'est pas totalement invraisemblable, vous rencontrez quelqu'un que vous connaissez qui est prêt à faire de modestes faveurs pour vous. Vous pouvez décider quand et où vous souhaitez rencontrer cette personne, mais le MJ décide qui elle est et ce qu'elle peut faire pour vous.",
|
||
"CONSTITUTION": "Constitution",
|
||
"CONSTITUTION_DESC": "Résistance, endurance de blessures, résistance aux toxines, se passer de nourriture ou de sommeil",
|
||
"CONSTITUTION_SHORT": "CON",
|
||
"CONVERSION_BOW": "Conversion Bow",
|
||
"CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
|
||
"CONVINCE": "Persuasion",
|
||
"CORE_STATISTICS": "Core Statistics",
|
||
"CORE_TECHNIQUE": "Core technique",
|
||
"CORVETTE": "Corvette",
|
||
"CP_GAIN": "CP Gain",
|
||
"CRAFT": "Métier",
|
||
"CREDITS": "Crédits",
|
||
"CREDITS_OWED": "Credits Owed",
|
||
"CREW_MIN": "Crew Min",
|
||
"CREW_MIN/CURRENT/MAX": "Crew Min/Current/Max",
|
||
"CRUDE_PISTOL": "Crude Pistol",
|
||
"CRUDE_PISTOL_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
|
||
"CRUISER": "Cruiser",
|
||
"CUIRASS_BRIGANDINE_LINOTHORAX_HALF_PLATE": "Cuirass, brigandine, linothorax, half-plate",
|
||
"CULTURE": "Culture héroïque",
|
||
"CULTURE_ALIEN": "Culture/Alien",
|
||
"CULTURE_CRIMINAL": "Culture/Criminal",
|
||
"CULTURE_SPACER": "Culture/Spacer",
|
||
"CULTURE_TRAVELLER": "Culture/Traveller",
|
||
"CURRENT": "Actuel",
|
||
"CURSED_LUCK": "Malchance",
|
||
"CURSED_LUCK_DESC": "Les probabilités négatives sont étroitement liées autour d'une cible animée visible, y compris les robots et les animaux, mais pas les véhicules. Utiliser cette technique nécessite une Action principale et dépenser de l'Effort pour la scène. La cible doit lancer deux fois tous les jets d'attaque, de dégâts, de compétence et de sauvegarde et prendre le pire résultat à chaque fois. Toute tentative de toucher la cible et les dés de dégâts lancés contre elle peuvent être lancés deux fois pour prendre le meilleur résultat. Les cibles intelligentes peuvent effectuer un jet de sauvegarde Mental à la fin de chaque tour pour annuler l'effet; cette sauvegarde n'est pas pénalisée par le pouvoir.",
|
||
"CUSTOM": "Perso.",
|
||
"CUSTOM_AMOUNTS": "Custom amounts",
|
||
"CUTTLEFISH": "Cuttlefish",
|
||
"CYBERWARE": "Cybernétique",
|
||
"DAMAGE": "Dégâts",
|
||
"DAMAGE_SHORT": "DMG",
|
||
"DATASLAB": "Dataslab",
|
||
"DATASLAB_DESC": "A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.",
|
||
"DATA_PHASE_TAB": "Data phase tab",
|
||
"DATA_PHASE_TAB_DESC": "This handheld device is normally illegal outside the possession of licensed data line repair technicians. The tap can detect data lines within five meters through up to ten centimeters of ordinary walls, and can generate an energy manipulation field that allows tapping that data line for hacking purposes without physically damaging the wall.",
|
||
"DATA_PROTOCOL": "Data protocol",
|
||
"DATA_PROTOCOL_DESC": "Not so much a device as a collection of standard manuals on a world’s particular data formats and security methodologies. The price listed here are for black-market manuals on worlds where this information is rigidly restricted. On less paranoid planets, the equivalent information can be acquired for free.",
|
||
"DAY": "Jour",
|
||
"DEEP_INTRUSION": "Deep Intrusion",
|
||
"DEEP_INTRUSION_DESC": "The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.",
|
||
"DEFENSES": "Défenses",
|
||
"DEFLECTOR_ARRAY": "Deflector Array",
|
||
"DEFLECTOR_ARRAY_DESC": "A deflector array consists of several force field nodes worn beneath ordinary clothing. The invisible shield it produces flares only when dangerous energies or impact is impending, glowing a brief, bright blue as it deflects the attack.",
|
||
"DEFYING_DOOM": "Defying Doom",
|
||
"DEFY_DOOM": "Defy Doom",
|
||
"DEFY_DOOM_DIE_SIZE": "Defy Doom die size: d",
|
||
"DEMO_CHARGE": "Demo Charge",
|
||
"DEMO_CHARGE_DESC": "Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.",
|
||
"DERMAL_ARMOR": "Dermal Armor",
|
||
"DERMAL_ARMOR_DESC": "A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.",
|
||
"DESCRIPTION": "Description ",
|
||
"DESTINYS_SHIELD": "Bouclier du destin",
|
||
"DESTINYS_SHIELD_DESC": "Le psychique observe une blessure imminente et tente de trouver un autre futur dans lequel l'attaque échoue. En tant qu'Action instantanée, il peut dépenser de l'effort pour la journée pour forcer un attaquant à relancer un jet de d'attaque réussi. Cette technique ne fonctionne que sur les attaques contre le psychique, pas contre les attaques visant un véhicule qu’il occupe ou contre des blessures qui n’impliquent pas de jet d’attaque. Cependant, si l'attaque relancée touche toujours, les dégâts infligés sont maximisés. Cette technique ne peut être utilisée qu'une seule fois par attaque.",
|
||
"DETAILS": "details",
|
||
"DEXTERITY": "Dextérité",
|
||
"DEXTERITY_DESC": "Vitesse, évasion, dextérité manuelle, temps de réaction, initiative de combat",
|
||
"DEXTERITY_SHORT": "DEX",
|
||
"DIE_HARD": "Résistant",
|
||
"DIE_HARD_DESC": "Vous êtes étonnamment difficile à tuer. Vous pouvez survivre à des blessures ou supporter du stress qui neutraliserait un héros moins déterminé.\nNiveau 1: Vous gagnez 2 points de vie maximum supplémentaires par niveau. Ce bonus s'applique rétroactivement si vous prenez ce focus après le premier niveau. Vous vous stabilisez automatiquement si vous êtes mortellement blessé par quelque chose de plus petit qu'une arme lourde.\nLevel 2: La première fois chaque jour où vous êtes réduit à zéro point de vie par une blessure, vous survivez à la place avec un point de vie restant. Cette capacité ne peut pas vous sauver des armes lourdes ou des traumatismes similaires.",
|
||
"DIPLOMAT": "Diplomate",
|
||
"DIPLOMAT_DESC": "Vous savez comment vous frayer votre chemin dans les négociations personnelles et pouvez manipuler les attitudes de ceux qui vous entourent. Même si les mots doux sont polyvalents, ils ne fonctionneront que si votre interlocuteur est réellement disposé à vous écouter.\nNiveau 1 : Gagner Parler en compétence bonus. Vous parlez toutes les langues communes au secteur et pouvez en apprendre de nouvelles à un niveau pratique en une semaine, en devenant expert en un mois. Relancez les 1 sur n'importe quel dé de test de compétence lié à la négociation ou à la diplomatie.\nNiveau 2 : Une fois par session de jeu, décalez le jet de réaction d'un PNJ intelligent d'un cran vers l'amitié si vous pouvez lui parler pendant au moins trente secondes.",
|
||
"DISCIPLINE": "Sang-froid",
|
||
"DISTORTION_CANNON": "Distortion Cannon",
|
||
"DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
|
||
"DOOM_DAMAGE": "Doom damage",
|
||
"DRILL_COURSE_REGULATOR": "Drill course regulator",
|
||
"DRILL_COURSE_REGULATOR_DESC": "Common drill routes become auto-successes.",
|
||
"DRONE": "drone",
|
||
"DRONES": "Drones",
|
||
"DRONE_CONTROL_LINK": "Drone Control Link",
|
||
"DRONE_CONTROL_LINK_DESC": "Most often found among military bot wranglers, civilians can also get a drone control link implanted to simplify the remote piloting of drones and other robotic units.\nUsers of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however.\nAside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.",
|
||
"DRONE_FITTING_BLURB": "Enter Ammo Unit, Bomber, Environmental Power, Expert System, Extended Flight, Grav Muffles, Heavy Lift, Holoskin, Medical Support, Observation Suite, Racing Gravitics, Reinforced Structure, Sensor Transparency, Stationkeeping, Suicide Charge, or Weapon Fitting to fill description automatically.",
|
||
"DRONE_MODEL_BLURB": "Enter Primitive Drone, Void Hawk, Stalker, Cuttlefish, Ghostwalker, Sleeper, Pax, or Alecto to fill stats automatically.",
|
||
"DROP_POD": "Drop pod",
|
||
"DROP_POD_DESC": "Stealthed landing pod for troops.",
|
||
"EDIT_MODE_ONLY": "Edit mode only",
|
||
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
|
||
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
|
||
"EFFECT": "Effet",
|
||
"EFFORTLESS_APPORTATION": "Effortless Apportation",
|
||
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
|
||
"EFFORT_MODIFIER": "Effort modifier",
|
||
"ELITE_FIGHTER": "Elite Fighter",
|
||
"EMISSIONS_DAMPERS": "Emissions dampers",
|
||
"EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.",
|
||
"ENCUMBRANCE": "Encombrement",
|
||
"ENCUMBRANCE_SHORT": "Enc.",
|
||
"ENVIRONMENTAL_POWER": "Environmental Power",
|
||
"ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
|
||
"EQUIPMENT": "Équipement",
|
||
"EVASION": "Évitement",
|
||
"EVASION_SAVE": "Jet de sauv. d'Evasion",
|
||
"EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
|
||
"EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
|
||
"EXERT": "Exercer",
|
||
"EXODUS_BAY": "Exodus bay",
|
||
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
|
||
"EXOSUIT": "Exosuit",
|
||
"EXPAND": "Etendre",
|
||
"EXPERT": "Expert",
|
||
"EXPERT_CLASS_ABILITY": "Vous gagnez un niveau gratuit dans un focus non martial lié à votre expérience. La plupart prendront Spécialiste dans leur compétence principale, bien que Diplomate, Voyageur stellaire, Guérisseur ou un autre focus puisse mieux convenir. Vous ne pouvez pas choisir un focus martial avec ce bonus. En cas d'incertitude, le MJ décide si un focus est autorisée ou non. \n- Une fois par scène, vous pouvez relancer un test de compétence raté, en prenant le nouveau jet s'il est meilleur. \n- Lorsque vous gagnez un niveau, vous gagnez un point de compétence supplémentaire qui peut être dépensé dans n'importe quelle compétence non psychique et non martiale. Vous pouvez sauvegarder ce point pour le dépenser plus tard si vous le souhaitez.",
|
||
"EXPERT_SYSTEM": "Expert System",
|
||
"EXPERT_SYSTEM_DESC": "The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.",
|
||
"EXTENDED_FLIGHT": "Extended Flight",
|
||
"EXTENDED_FLIGHT_DESC": "The drone can now carry a second type A cell to fuel its flight. This fitting can be taken multiple times to further extend its range.",
|
||
"EXTENDED_LIFE_SUPPORT": "Extended life support",
|
||
"EXTENDED_LIFE_SUPPORT_DESC": "Doubles maximum crew size.",
|
||
"EXTENDED_MEDBAY": "Extended medbay",
|
||
"EXTENDED_MEDBAY_DESC": "Can provide medical care to more patients.",
|
||
"EXTENDED_STORE": "Extended store",
|
||
"EXTENDED_STORE_DESC": "Maximum life support duration doubled.",
|
||
"EXTRA_HP_QUERY": "Extra hit points? Enter 2 for Warrior",
|
||
"FACILE_MIND": "Facile Mind",
|
||
"FACILE_MIND_DESC": "The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.",
|
||
"FACTION": "Faction",
|
||
"FAILURE!": "Echec !",
|
||
"FAR_THOUGHT": "Far Thought",
|
||
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
|
||
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
|
||
"FIELD_EMITTER_PANOPLY_DESC": "A field emitter panoply is a heavy-duty pretech defensive system composed of a half-dozen worn emitter nodes that sheath the wearer in a nimbus of close-fitting damper fields. The FEP’s pale glow is obvious, but it provides all the benefits of storm armor with no power source required. The FEP is particularly effective at filtering radiation, and renders the wearer immune to any dose that wouldn’t kill them in seconds. Many FEPs project intimidating holographic skins over the wearer when in operation.",
|
||
"FIELD_EQUIPMENT": "Field Equipment",
|
||
"FIELD_RADIO": "Field radio",
|
||
"FIELD_RADIO_DESC": "On worlds too primitive to have a comm grid, adventurers often fall back on these headset-mounted field radios. A single type A cell powers them for months of use. Urban or rugged terrain limits their range to about two kilometers, while flat plains give a maximum range of thirty kilometers. Someone with at least Program-0 skill can use the radio’s shortwave functionality to communicate with a prepared target at continental distances if given ten minutes for tuning.",
|
||
"FIFTH_LEVEL": "5ème niveau",
|
||
"FIGHT": "Combat",
|
||
"FIGHTER": "Guerrier",
|
||
"FINE_NPC_WHISPERING": "Fine-grained NPC whispers",
|
||
"FINE_NPC_WHISPERING_DESC": "Show checkboxes to control public rolls vs whispering for all NPC rolls individually.",
|
||
"FIRST_EDITION": "First Edition",
|
||
"FIRST_LEVEL": "1er niveau",
|
||
"FITTING": "Fitting",
|
||
"FIX": "Réparer",
|
||
"FLAK": "Flak",
|
||
"FLAK_EMITTER_BATTERY": "Flak Emitter Battery",
|
||
"FLAWLESS_MASTERY": "Flawless Mastery",
|
||
"FLAWLESS_MASTERY_DESC": "When this technique is learned, the adept may choose one technique from any discipline they know. That technique no longer requires Effort to be Committed in any way, though other techniques that augment it may still exact a cost. Mastered Psychic Static, for example, can expend an effectively unlimited amount of effort. If the technique has a duration based on Committed Effort then it lasts until the metapsion chooses to end it or is killed. This technique may only be mastered once, though the perfected technique may be changed with a month of meditation and practice.",
|
||
"FLEET_CRUISER": "Fleet Cruiser",
|
||
"FOCI": "Foci",
|
||
"FOCI_LOCATION": "Foci location",
|
||
"FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.",
|
||
"FOCUS": "Se concentrer",
|
||
"FORCED_OUTCOME": "Résultat forcé",
|
||
"FORCED_OUTCOME_DESC": "Grâce à une manipulation minutieuse des probabilités, le psychique peut influencer des événements physiques aléatoires dans son voisinage. Le déclenchement de cette technique nécessite une Action principale et dépenser de l'Effort pour la scène. Tout résultat mécanique simple et aléatoire peut être complètement contrôlé pour la scène, comme une roue de roulette ou l'ordre d'un jeu de cartes mélangées. Grâce à cette technique, tout autre événement physique dans la zone qui ne semble pas tout à fait invraisemblable peut se produire, à condition qu'il n'implique pas plus de quelques objets et ne nécessite pas une intervention humaine. Le MJ décide quels événements aléatoires sont et ne sont pas suffisamment possibles. Il est probablement impossible de produire plus d'une coïncidence ou un hasard inhabituel par scène.",
|
||
"FORCE_PAVIS": "Force Pavis",
|
||
"FORCE_PAVIS_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
|
||
"FORCE_PUPPETRY": "Force Puppetry",
|
||
"FORCE_PUPPETRY_DESC": "As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target’s mobility, whether robotic, vehicular, or human, provided it’s no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic’s skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic’s sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic’s control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target’s speech, though it can keep them silent.",
|
||
"FOURTH_LEVEL": "4ème niveau",
|
||
"FOXER_DRONES": "Foxer Drones",
|
||
"FOXER_DRONES_DESC": "+2 AC for one round when fired, Ammo 5.",
|
||
"FRACTAL_IMPACT_CHARGE": "Fractal Impact Charge",
|
||
"FREE_HARDPOINTS": "Free Hardpoints",
|
||
"FREE_MERCHANT": "Free Merchant",
|
||
"FREE_MASS": "Free Mass",
|
||
"FREE_POWER": "Free Power",
|
||
"FRIENDLY": "Amical·e",
|
||
"FRIGATE": "Frigate",
|
||
"FUEL": "Carburant",
|
||
"FUEL_BUNKERS": "Fuel bunkers",
|
||
"FUEL_BUNKERS_DESC": "Adds fuel for one more drill between fuelings.",
|
||
"FUEL_SCOOPS": "Fuel scoops",
|
||
"FUEL_SCOOPS_DESC": "Ship can scoop fuel from a gas giant or star.",
|
||
"FULL_PLATE_LAYERED_MAIL": "Full plate, layered mail",
|
||
"GAMBLING": "Jeu d'argent",
|
||
"GANG_BOSS": "Gang Boss",
|
||
"GANG_MEMBER": "Gang Member",
|
||
"GEAR": "Outil",
|
||
"GECKO_ANCHORS": "Gecko Anchors",
|
||
"GECKO_ANCHORS_DESC": "Miniaturized gravitic manipulators are embedded in the subject’s hands and feet as part of this complex surgery. While they are too weak to allow levitation or damping fall damage, they can twist localized gravity around those limbs to anchor the subject to the nearest surface capable of bearing their weight. As a result, the user can freely run or climb up or down sheer surfaces at their normal movement rate, carrying no more than their normal maximum encumbrance.",
|
||
"GENEENGINEERED_KILLER": "Geneengineered Killer",
|
||
"GENEENGINEERED_MURDER_BEAST": "Geneengineered Murder Beast",
|
||
"GENERAL SETTINGS": "General settings",
|
||
"GENERIC_HUMAN": "Generic human",
|
||
"GHOSTWALKER": "Ghostwalker",
|
||
"GHOST_MANTLE": "Ghost Mantle",
|
||
"GHOST_MANTLE_DESC": "Designed for use by elite infiltrators, a ghost mantle can warp light around the wearer to blur his or her outlines and coloring to match the surroundings. The mantle can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. When used in stealth mode, it grants a +2 bonus to all Stealth-related skill checks. TL4 sensors and scanners cannot detect the mantle as anything but ordinary cloth.",
|
||
"GHOST_TALKER_TRANSCEIVER": "Ghost Talker Transceiver",
|
||
"GHOST_TALKER_TRANSCEIVER_DESC": "Some people simply cannot afford to be out of contact at any time, under any circumstances. Those people find use for the microfine web of radio wiring and optical augmentation that make up the ghost talker. These units act as a built-in compad for the user and allow for reception and transmission of audio and visual recordings, the latter playing in an inset window in the user’s field of vision. If the unit is operating outside of a standard comm grid, it has a transmission range of twenty kilometers and a reception range of one hundred. Ghost talker users can transmit basic visual diagrams and images to each other, as well as optical recordings.",
|
||
"GLOBAL_STATS": "Global stats",
|
||
"GLOWBUG": "Glowbug",
|
||
"GLOWBUG_DESC": "A palm-sized disc that can adhere to any non-porous surface. When turned on, it emits a white light, illuminating everything within ten meters for twenty-four hours. A hundred glowbugs can be recharged off a single type A cell.",
|
||
"GOALS": "Objectifs",
|
||
"GRAPNEL_LAUNCHER": "Grapnel launcher",
|
||
"GRAPNEL_LAUNCHER_DESC": "This launcher fires a rope up to forty meters. The rope can bear up to a metric ton of weight, though extremely heavy weights or a precarious hit can cause the grapnel to pull free. A Type A power cell fuels six shots from a launcher.",
|
||
"GRAVCANNON": "Gravcannon",
|
||
"GRAV_CHUTE": "Grav chute",
|
||
"GRAV_CHUTE_DESC": "When this cylinder is strapped to a person or object and activated, it smoothly modulates falling speeds for up to 1000 meters. The chute can safely slow up to 300 kilos of weight. TL5 versions can operate from orbital heights and cost 1,000 credits, where they can be found at all. Both versions burn out after one use.",
|
||
"GRAV_EDDY_DISPLACER": "Grav Eddy Displacer",
|
||
"GRAV_EDDY_DISPLACER_DESC": "1 in 6 chance of any given attack missing.",
|
||
"GRAV_HARNESS": "Grav harness",
|
||
"GRAV_HARNESS_DESC": "This advanced gravitic harness allows clumsy flight at a rate of 20 meters per round as a Main Action. It requires a Type B power cell to fuel it, and the miniaturized electronics are rapacious, consuming the cell in five minutes of operation. It can lift up to 200 kilos.",
|
||
"GRAV_MUFFLES": "Grav Muffles",
|
||
"GRAV_MUFFLES_DESC": "The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.",
|
||
"GREATER_LONE_PREDATOR": "Greater Lone Predator",
|
||
"GRENADE": "Grenade",
|
||
"GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
|
||
"GROUND_SPEED": "Ground speed",
|
||
"GUNSLINGER": "Pistolero",
|
||
"GUNSLINGER_DESC": "Vous avez un talent pour les pistolets. Bien qu'il ne s'applique le plus souvent qu'aux armes à feu ou aux armes à énergies, il s'applique également aux armes lancées, aux arcs ou à d'autres armes à distance pouvant être utilisées avec la compétence Tirer. Pour les armes lancées, vous ne pouvez pas utiliser les avantages du focus Hommes d'arme en même temps que Pistolero. \nNiveau 1: Gagnez Tirer en tant que compétence bonus. Vous pouvez dégainer ou rengainer une arme à distance rangée en action Au tour. Vous pouvez ajouter votre niveau de compétence Tirer au jet de dégâts d'une arme à distance.\nLevel 2: Une fois par tour, vous pouvez recharger une arme à distance en tant qu'action Au tour si le rechargement ne prend pas plus d'un tour. Même en cas d'échec avec une attaque Tirer, vous infligez 1d4 dégâts non modifiés.",
|
||
"HACKER": "Hacker",
|
||
"HACKER_DESC": "Vous maîtrisez parfaitement les mesures de sécurité numérique et les méthodes de cryptage standard. Vous savez comment faire en sorte que les systèmes informatiques vous obéissent jusqu'à ce que leurs sécurités automatiques tombent sous votre contrôle.\nNiveau 1: Gagner Programmer en compétence bonus. Lorsque vous essayez de pirater une base de données ou un système informatisé, lancez 3d6 au test de compétence et omettez le dé le plus bas.\nNiveau 2: La durée de votre piratage passe à 1d4 Compétence Programmer x 10 minutes. Vous avez une compréhension instinctive de la technologie; vous n'avez jamais besoin d'apprendre les protocoles de données d'un système étrange et êtes toujours traité comme familier avec celui-ci.",
|
||
"HARDENED_POLYCERAMIC_OVERLAY": "Hardened Polyceramic Overlay",
|
||
"HARDENED_POLYCERAMIC_OVERLAY_DESC": "AP quality of attacking weapons reduced by 5.",
|
||
"HARDPOINTS": "Hardpoints",
|
||
"HARDPOINTS_INIT": "T",
|
||
"HARDPOINTS_SHORT": "Hardpts",
|
||
"HD": "DV",
|
||
"HEAL": "Soigner",
|
||
"HEALER": "Guérisseur",
|
||
"HEALER_DESC": "La médecine vous vient naturellement et vous êtes particulièrement doué pour empêcher le saignement rapide des alliés et camarades blessés.\nNiveau 1: Gagner Soigner en compétence bonus. Vous pouvez tenter de stabiliser une personne adjacente mortellement blessée par round lors d'une action Au tour. Lorsque vous faites un jet de compétence Soigner, lancez 3 d6 et omettez le dé le plus bas.\nNiveau 2: Les Stims ou autres technologie de guérison appliqués par vous soignent deux fois plus de points de vie que la normale. En utilisant uniquement des fournitures médicales de base, vous pouvez soigner 1d6 compétence Soigner points de dégâts à chaque personne blessée de votre groupe avec dix minutes de premiers soins réparties entre elles. Une telle guérison ne peut être appliquée à une cible donnée qu'une fois par jour.",
|
||
"HEAVY_FRIGATE": "Heavy Frigate",
|
||
"HEAVY_LIFT": "Heavy Lift",
|
||
"HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
|
||
"HEAVY_MACHINE_GUN": "Heavy Machine Gun",
|
||
"HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
|
||
"HEAVY_WARBOT": "Heavy Warbot",
|
||
"HEAVY_WEAPONS": "Heavy weapons",
|
||
"HENCHKEEPER": "Gourou",
|
||
"HENCHKEEPER_DESC": "Vous avez un talent distinct pour amasser les âmes perdues qui vont faire ce que vous désirez. Vous pourriez les inciter avec des promesses d'argent, de pouvoir, d'excitation, de sexe ou de tout autre prix que vous pourriez éventuellement accorder ou non. Un homme de main obtenu avec ce focus vous servira loyalement jusqu'à ce qu'il soit clairement trahi ou mis dans une situation de danger inacceptable. Les hommes de main ne sont pas des personnes «importantes» dans leur société et sont généralement des personnes marginales, des parias, des désespérés ou d'autres personnes avec peu d'options.\nVous pouvez utiliser une rémunération ou des incitations plus conventionnelles pour acquérir des hommes de main supplémentaires, mais ces recrues supplémentaires seront aussi loyal ou compétent que ce que votre paye et votre traitement peut acheter. \nNiveau 1: Gagner Mener en compétence bonus. Vous pouvez acquérir des hommes de main dans les 24 heures suivant votre arrivée dans une communauté, en supposant que quelqu'un puisse le devenir. Ces hommes de main ne se battront que pour sauver leur propre vie, mais vous accompagneront dans vos aventures et prendront de grands risques pour vous aider. La plupart des hommes de main seront traités comme des humains pacifiques de la section Xénobestiaire du livre. Vous pouvez avoir un homme de main à la fois pour tous les trois niveaux de personnage que vous avez, arrondi au supérieur. Vous pouvez libérer des hommes de main sans rancune à tout moment plausible et les reprendre plus tard si vous êtes sans homme de main actuel.\nNiveau 2: Vos hommes de main sont remarquablement loyaux et déterminés et se battront pour vous contre tout sauf dans des situations extrèmement mauvaises. Que ce soit par compétence naturelle ou par leur dévouement envers vous, ils sont traités comme des humains martiaux de la section du Xénobestiaire. Vous pouvez faire des hommes de main fidèles à partir de PNJ qualifiés et hautement compétents, mais cela nécessite que vous leur ayez fait une faveur ou une aide qui gagnerait raisonnablement une loyauté aussi intense.",
|
||
"HEROIC_CHARACTERS": "Personnages héroiques",
|
||
"HEROIC_CHARACTERS_DESC": "Run a space opera campaign with Heroic characters. Rules for this are in the Deluxe edition.",
|
||
"HEROIC_FIGHTER": "Heroic Fighter",
|
||
"HIDDEN": "Caché",
|
||
"HIDE": "Cacher",
|
||
"HISTORY": "Histoire",
|
||
"HIT_POINTS": "Points de Vie",
|
||
"HOLDOUT_CAVITY": "Holdout Cavity",
|
||
"HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.",
|
||
"HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning",
|
||
"HOLISTIC_OPTIMIZATION_PATTERNING_DESC": "The biopsion gains the ability to drastically augment their own or a touched ally’s physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target’s maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.",
|
||
"HOLOSKIN": "Holoskin",
|
||
"HOLOSKIN_DESC": "The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.",
|
||
"HOLOSKIN_EMITTER": "Holoskin Emitter",
|
||
"HOLOSKIN_EMITTER_DESC": "Multiple holographic emitters are implanted on the user, allowing them to alter their external appearance to match anything of their approximate size and dimensions, including other people. Shifting appearances is a Main Action, and the user can’t shift to an appearance that isn’t in the cyberware’s shape library. The library is vast and contains “generic” examples of numerous human-sized objects and people, but mimicking a specific other person requires at least five minutes of close examination. The holograms projected by the emitters are good, but imperfect; anyone who closely examines the user will be able to tell that something is artificial about their appearance, and touch instantly confirms any suspicions. The emitters can fake clothing and can produce sounds to complement the illusion or modify the user’s voice, if records of the true subject are available. The disguise lasts until the user dies or ends it.",
|
||
"HOMEBREW_OPTIONS": "Homebrew options",
|
||
"HOMEWORLD": "Monde d'origine",
|
||
"HOME_PORT": "Home Port",
|
||
"HOSTILE": "Ennemis",
|
||
"HULL_TYPE": "Type de coque",
|
||
"HULL_TYPE_BLURB": "Enter Battleship, Bulk Freighter, Carrier, Corvette, Fleet Cruiser, Free Merchant, Heavy Frigate, Large Station, Patrol Boat, Small Station, Strike Fighter, or Shuttle to fill stats automatically.",
|
||
"HUSH": "Hush",
|
||
"HUSH_DESC": "Requires Heal-0. An extremely heavy neurotranquilizer, Hush leaves the subject awake and responsive to simple, untaxing commands. They cannot fight or communicate while affected by Hush, but will walk, eat, sit, and perform simple actions as directed by the last person to speak to them. A Hush dose lasts for an hour plus three per Heal level of the person applying the stim, and the subject retains no memories while under the effect. A subject must be immobilized or willing to be affected by Hush; violent physical movement immediately after application disrupts the neurological effects.",
|
||
"HYDRA_ARRAY": "Hydra Array",
|
||
"HYDRA_ARRAY_DESC": "Hydra arrays sequence a number of missile launchers to fire at once. The gunner designates up to three targets and can then make three rolls to hit divided among them. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll is applied to the target. Thus, if all three volleys were aimed at a single target and two of them hit, the gunner would roll damage twice and apply the best result. A volley from the array costs 150 credits.",
|
||
"HYDROPONIC_PRODUCTION": "Hydroponic production",
|
||
"HYDROPONIC_PRODUCTION_DESC": "Ship produces life support resources.",
|
||
"ICARUS_HARNESS": "Icarus Harness",
|
||
"ICARUS_HARNESS_DESC": "The Icarus harness is a CFU upgrade for paratroopers, and replaces a conventional parachute with a crude gravity damper that allows the wearer to fall an unlimited distance without harm. Each fall over 3 meters drains a type A power cell. The suit also functions as a vacc suit for up to 30 minutes per vacc refresh.",
|
||
"ICONS_ATTRIBUTION": "Icons attribution",
|
||
"IDENTITY_SUBMERSION_TRIGGER": "Identity Submersion Trigger",
|
||
"IDENTITY_SUBMERSION_TRIGGER_DESC": "This cyberware involves micronized neural stimulation technology which is imperceptible to anything short of TL5 medical scanning or TL4 surgical examination of the subject’s brain tissue. When active, the IST allows the subject to adopt a secondary persona, complete with a library of manufactured memories. So long as the IST is active, the subject will honestly and completely believe himself to be the secondary persona, a conviction that cannot be penetrated by telepathy or TL4 methods of interrogation. The persona can be activated at the user’s discretion, but it only deactivates on a preset trigger, leaving the subject in full possession of all memories experienced. The trigger can be any perceptible stimulus: a particular time, the sight of a specific person, a code phrase, or any other sign, and it may be changed by the user each time they activate the cyberware. Many ISTs are also implanted with a “master key” that will automatically deactivate the triggered identity.",
|
||
"IMMUNOFILTRATION_SYSTEMS": "Immunofiltration Systems",
|
||
"IMMUNOFILTRATION_SYSTEMS_DESC": "This broad-spectrum scrub system carefully identifies and contains toxic substances introduced into the user’s system. Whenever the subject would normally have to make a saving throw to resist some disease or toxin, they may instead gain one System Strain to automatically succeed on the save. Most of these systems are calibrated to automatically filter any toxins or chemicals in standard use by police or military forces in the sector, but if presented with a special biowarfare toxin, the filters are less effective. In such cases, the most it can do is either grant a second saving throw if the first is failed, or grant a single saving throw if none is normally allowed.",
|
||
"IMPACT_SUMP": "Impact Sump",
|
||
"IMPACT_SUMP_DESC": "The adept may Commit Effort for the day as an Instant action to negate a single instance of physical damage. This ability is too taxing to be used more than once per day, but as an Instant action, it can be triggered even after damage is rolled.",
|
||
"IMPERVIOUS_PAVIS_OF_WILL": "Impervious Pavis of Will",
|
||
"IMPERVIOUS_PAVIS_OF_WILL_DESC": "When this technique is learned, the metapsion must choose a discipline. They then become entirely immune to unwanted powers from that discipline; they and their abilities are simply not valid targets for purposes of that discipline’s powers unless the adept chooses to be affected. By Committing Effort for the day as an Instant action, they can extend this immunity for a scene to all allies within 50 meters. This technique may be learned more than once, and any shared protection applies to all disciplines negated by the adept.",
|
||
"INDUCED_COMA_TRIGGER": "Induced Coma Trigger",
|
||
"INDUCED_COMA_TRIGGER_DESC": "A series of implants are wired to the user’s brain stem, allowing them to trigger an induced therapeutic coma at a mental command. The user appears dead to anything short of a medical inspection, and has no need of respiration, food, or water while the coma is in effect. The user does not heal while in a coma, but any diseases or poisons also halt progression. The user determines how long the coma is to last before triggering it, and is unconscious for its duration. A character can survive in a coma up to two weeks before needing to regain consciousness for as long as they were in the coma.",
|
||
"INDUSTRIAL_WORK_BOT": "Industrial Work Bot",
|
||
"INITIATIVE_FIXED": "Inititative",
|
||
"INNATE_AC": "Ca naturelle",
|
||
"INSTAPANEL": "Instapanel",
|
||
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
|
||
"INSTRUCTOR": "Instructeur",
|
||
"INTEGRITY_STIMS": "Integrity Stims",
|
||
"INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.",
|
||
"INTELLIGENCE": "Intelligence",
|
||
"INTELLIGENCE_DESC": "Mémoire, raisonnement, compétences techniques, éducation générale",
|
||
"INTELLIGENCE_SHORT": "INT",
|
||
"INTUITIVE_RESPONSE": "Réponse intuitive",
|
||
"INTUITIVE_RESPONSE_DESC": "En tant qu'Action instantanée, le psychique peut dépenser un effort pour la scène juste avant un jet d'initiative. Leur score d’initiative est considéré comme meilleur que quiconque est impliqué dans la scène. Si un autre participant a ce pouvoir ou une autre capacité qui accorde le succès d'initiative automatique, lancez l'initiative normalement pour déterminer lequel d'entre eux agit en premier, puis le reste des combattants agissent. Cette capacité ne peut pas être utilisée si le psychique a été surpris.",
|
||
"INVINCIBLE_STAND": "Invincible Stand",
|
||
"INVINCIBLE_STAND_DESC": "The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.",
|
||
"IRONHIDE": "Peau de fer",
|
||
"IRONHIDE_DESC": "Que ce soit par des réflexes fantastiques, une chance remarquable, des fibres de peau artificielles ou un blindage télékinésique subtil, vous disposez de défenses naturelles équivalentes à une armure de combat de haute qualité. Les avantages de ce focus ne se cumulent pas avec une armure, bien que les modificateurs de Dextérité ou de bouclier s'appliquent.\nNiveau 1: Vous avez une classe d'armure innée de 15 plus la moitié du niveau de votre personnage, arrondi au point supérieur. \nNiveau 2: Vos capacités sont si efficaces qu'elles vous immunisent contre les attaques non armées ou les armes primitives comme si vous portiez une armure motorisée.",
|
||
"ITEM": "Objet",
|
||
"JANITOR_BOT": "Janitor Bot",
|
||
"JUGGERNAUT_STIMS": "Juggernaut Stims",
|
||
"JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
|
||
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
|
||
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
|
||
"KNOW": "Connaître",
|
||
"KNOW_MAGIC": "Know Magic",
|
||
"LANGUAGE": "Langue",
|
||
"LANGUAGES": "Langues",
|
||
"LARGE_ADVANCED_WEAPON": "Large advanced weapon",
|
||
"LARGE_ADVANCED_WEAPON_DESC": "Large advanced weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
|
||
"LARGE_AGGRESSIVE_PREY_ANIMAL": "Large Aggressive Prey Animal",
|
||
"LARGE_PACK_HUNTER": "Large Pack Hunter",
|
||
"LARGE_PRIMITIVE_WEAPON": "Large primitive weapon",
|
||
"LARGE_PRIMITIVE_WEAPON_DESC": "Large primitive weapons are two-handed implements of bodily ruin such as claymores, halberds, tetsubos, or other such weapons. Unlike smaller weapons, they rely largely on Strength for their employ, and can bash through lighter forms of armor. Large weapons count as two encumbrance items. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
|
||
"LARGE_STATION": "Large Station",
|
||
"LASER_PISTOL": "Laser Pistol",
|
||
"LASER_PISTOL_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
|
||
"LASER_RIFLE": "Laser Rifle",
|
||
"LASER_RIFLE_DESC": "Laser pistols and laser rifles are the most common type of energy weapon, though pistols are considerably less energy-efficient. Depending on the tech used in the sector, they might produce silent, invisible beams of death or noisy, brightly-colored streaks of lethal light. The phased multifrequency beam is capable of penetrating any ordinary mist or haze, but a thick cloud of thermally-resistant particulate matter such as ash or sand can seriously degrade the beam, applying up to a -4 penalty to hit and cutting ranges in half.",
|
||
"LAST_MAINTENANCE": "Last Maintenance",
|
||
"LAZARUS_PATCH": "Lazarus patch",
|
||
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
|
||
"LEAD": "Mener",
|
||
"LEADERSHIP": "Commandement",
|
||
"LEATHER_JACKS_THICK_HIDES_QUILTED_ARMOR": "Leather jacks, thick hides, quilted armor",
|
||
"LEFT_COLUMN": "Left column",
|
||
"LEGENDARY_FIGHTER": "Legendary Fighter",
|
||
"LESSER_LONE_PREDATOR": "Lesser Lone Predator",
|
||
"LEVEL": "Niveau",
|
||
"LIFE_SUPPORT": "Life Support",
|
||
"LIFEBOATS": "Lifeboats",
|
||
"LIFEBOATS_DESC": "Emergency escape craft for ship's crew.",
|
||
"LIFT": "Soulever",
|
||
"LIFT_DESC": "Requires Heal-0. A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.",
|
||
"LIGHTNING_CHARGE_MANTLE": "Lightning Charge Mantle",
|
||
"LINE_SHUNT": "Line shunt",
|
||
"LINE_SHUNT_DESC": "These palm-sized discs are roughly one centimeter in thickness, with an adhesive side that will stick to virtually anything and a polychromatic phased compound on its shell which will shift color to blend with its surroundings. One or more line shunts must be applied at specific locations within a site to access the more well-defended varieties of computerized systems. Shunts employ phased energy manipulation tech, and so do not need to be directly in contact with a data line but only within a few centimeters. Line shunts are single-use, and keep functioning until removed.",
|
||
"LOCATION": "Localisation",
|
||
"LOW_LIGHT_GOGGLES": "Low-light goggles",
|
||
"LOW_LIGHT_GOGGLES_DESC": "These goggles provide a monochrome but serviceable view out to the wearer’s normal visual distance, provided that there is any illumination available at all. A type A power cell will operate these goggles for a week.",
|
||
"LUCK": "Chance",
|
||
"LUCK_SAVE": "Jet de sauv. de Chance",
|
||
"LUXURY_CABINS": "Luxury cCabins",
|
||
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
|
||
"MAGIC": "Magie",
|
||
"MAGIC_EFFORT": "Magic Effort",
|
||
"MAGISTER": "Magister",
|
||
"MAG_PISTOL": "Mag Pistol",
|
||
"MAG_PISTOL_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
|
||
"MAG_RIFLE": "Mag Rifle",
|
||
"MAG_RIFLE_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
|
||
"MAG_SPIKE_ARRAY": "Mag Spike Array",
|
||
"MAINTENANCE COST": "Maintenance Cost",
|
||
"MAJOR_ORGAN_RESTORATION": "Major Organ Restoration",
|
||
"MAJOR_ORGAN_RESTORATION_DESC": "The biopsion’s Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it’s used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.",
|
||
"MARTIAL_HUMAN": "Martial Human",
|
||
"MASS": "Mass",
|
||
"MASS_CANNON": "Mass Cannon",
|
||
"MASS_INIT": "Mag",
|
||
"MASTERED_SUCCOR": "Mastered Succor",
|
||
"MASTERED_SUCCOR_DESC": "The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.",
|
||
"MAX": "Max",
|
||
"MAXIMUM": "Maximum",
|
||
"MAXIMUM_EFFORT_DESC": "1 + WIS/CON mod + highest psychic skill + effort modifier",
|
||
"MAXIMUM_HIT_POINTS": "Points de vie maximum",
|
||
"MAXIMUM_HP_1": "Maximum of",
|
||
"MAXIMUM_HP_2": "et",
|
||
"MECH": "Mech",
|
||
"MEDICAL_SUPPORT": "Medical Support",
|
||
"MEDICAL_SUPPORT_DESC": "The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.",
|
||
"MEDIUM_ADVANCED_WEAPON": "Medium advanced weapon",
|
||
"MEDIUM_ADVANCED_WEAPON_DESC": "Medium advanced weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. An advanced weapon has been given a monoblade edge, kinetic sheathing, thermal wires, a chainsaw blade, or some other TL4 touch, and can ignore primitive plate and hide protections.",
|
||
"MEDIUM_PRIMITIVE_WEAPON": "Medium primitive weapon",
|
||
"MEDIUM_PRIMITIVE_WEAPON_DESC": "Medium primitive weapons are one-handed swords, axes, spears, or other obvious implements of war. While they can’t be effectively concealed in anything smaller than an enveloping cloak or coat, they’re also more damaging to an unfortunate victim struck by them, albeit they’re somewhat less nimble when the wielder needs to strike at unprotected flesh. Spears and similar aerodynamic weapons can be thrown up to 30 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
|
||
"MEDKIT": "Medkit",
|
||
"MEDKIT_DESC": "Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.",
|
||
"MELEE_WEAPONS": "Melee weapons",
|
||
"MEMORY_EDITING": "Memory Editing",
|
||
"MEMORY_EDITING_DESC": "The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn’t have a good understanding of the memories they’re changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.",
|
||
"MENTAL": "Mentaux",
|
||
"MENTAL_SAVE": "Jet de sauv. Mental",
|
||
"METADIMENSIONAL_FRICTION": "Metadimensional Friction",
|
||
"METADIMENSIONAL_FRICTION_DESC": "As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.",
|
||
"METAMORPH": "Metamorphe",
|
||
"METAMORPH_DESC": "The biopsion can now shape their own or another willing target’s physical form as a Main Action, transforming a touched target into any humanoid form within 50% of their own mass. Claws and other body armaments can be fashioned equivalent to Light or Medium melee weapons and innate armor equivalent to AC 13. Gills and other environmental-survival alterations are also viable at the GM’s discretion, but flight is a bridge too far for this power.\nA person can be impersonated down to the DNA level, provided a blood or hair sample is available. The use of this adds one System Strain point to the target that does not recover so long as the change is in effect. Applying Metamorph requires that the biopsion Commit Effort for as long as the change is to be maintained. If applied to a target other than the psychic, the power automatically ends if the psychic gets more than one hundred kilometers away.",
|
||
"METAPSIONICS": "Metapsioniques",
|
||
"METATOOL": "Metatool",
|
||
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
|
||
"MICROPURGATOR_STIMS": "Micropurgator Stims",
|
||
"MICROPURGATOR_STIMS_DESC": "A sprayhypo laden with a revivifying cocktail of nanites and support chemicals, a micropurgator stim will remove 1d4 points of accrued System Strain from the user. Only one such stim can be applied to a person within 24 hours.",
|
||
"MILITARY_ELITE": "Military Elite",
|
||
"MILITARY_SOLDIER": "Military Soldier",
|
||
"MINDTRACING": "Mindtracing",
|
||
"MINDTRACING_DESC": "The metapsion can trace back the use of psionic powers they’ve noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath’s senses. If used on a target that is teleporting, they can perceive the teleporter’s view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept’s other actions.",
|
||
"MINDWALL_HELMET": "Mindwall Helmet",
|
||
"MINDWALL_HELMET_DESC": "A transparent-visored helmet, this headpiece strengthens the integrity of the wearer’s neural patterns, making it more difficult for them to be influenced by mind-affecting psionic powers. The wearer gains a +2 saving throw against any such attack, and is automatically alerted by the helmet if made the target of a telepathic power. The helmet does not help against purely physical psionic attacks, such as through telekinetics, and it cannot be worn with powered armor, vacc suits, or an assault suit.",
|
||
"MISCELLANEOUS": "Divers",
|
||
"MOBILE_EXTRACTOR": "Mobile extractor",
|
||
"MOBILE_EXTRACTOR_DESC": "Space mining and refinery fittings.",
|
||
"MOBILE_FACTORY": "Mobile factory",
|
||
"MOBILE_FACTORY_DESC": "Self-sustaining factory and repair facilities.",
|
||
"MOD": "Modérer",
|
||
"MODEL": "Modèle",
|
||
"MODIFIER": "Modificateur",
|
||
"MODIFIER_SHORT": "Modérer",
|
||
"MONEY": "Argent",
|
||
"MORALE": "Moral",
|
||
"MOVE": "Se Déplacer",
|
||
"MULTIFOCAL_LASER": "Multifocal Laser",
|
||
"MUSKET": "Mousqueton",
|
||
"MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
|
||
"NAME": "Nom",
|
||
"NAVCOMP": "Navcomp",
|
||
"NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.",
|
||
"NAVIGATION": "Orientation",
|
||
"NEGATIVE": "Négatif",
|
||
"NEITHER": "Aucun des deux",
|
||
"NEURAL_TRAP": "Neural Trap",
|
||
"NEURAL_TRAP_DESC": "The metapsion allows a hostile psychic into their mental sanctum in order to gain a later advantage. When targeted by a hostile psionic power that allows a save, the metapsion may Commit Effort as an Instant action and voluntarily fail the saving throw, accepting the effect. The next psychic power the user targets at that assailant then allows the victim no saving throw. This technique lasts until the metapsion makes their psychic attack or reclaims their Committed Effort. A hostile psychic may be affected by only one Neural Trap from a given psychic at a time.",
|
||
"NEUROINTRUDER_ALERT": "Neurointruder Alert",
|
||
"NEUROINTRUDER_ALERT_DESC": "While somewhat primitive by pretech standards, this TL5 cybernetic implant allows the wearer to gain a +3 bonus on all saving throws to resist telepathic intrusion. Even if such a save is failed, the user will be aware that they are under telepathic assault, though some forms of mental control may not allow them to say as much until after the influence is ended. The warning does not indicate the source of the influence.",
|
||
"NEUTRAL": "Neutre",
|
||
"NO": "Non",
|
||
"NONE": "Aucun(e)",
|
||
"NORMAL_HUMAN": "Normal Human",
|
||
"NORMAL_XP": "Normal XP",
|
||
"NOTES": "Notes",
|
||
"NOTICE": "Remarquer",
|
||
"NOT_MY_TIME": "Not My Time",
|
||
"NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
|
||
"NPC": "PNJ",
|
||
"NPC_DESC": "The NPC option sets new characters to default to the NPC sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.",
|
||
"NUCLEAR_MISSILES": "Nuclear Missiles",
|
||
"NUMBER_OF_DICE": "Nombre de dés",
|
||
"NUM_ATTACKS": "# Attacks",
|
||
"NUM_FITTINGS": "# Fittings",
|
||
"OBSERVATION_SUITE": "Observation Suite",
|
||
"OBSERVATION_SUITE_DESC": "All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.",
|
||
"OFFENSIVE_APPORTATION": "Offensive Apportation",
|
||
"OFFENSIVE_APPORTATION_DESC": "The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic’s Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic’s Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.",
|
||
"OPERATING_COST": "Operating Cost",
|
||
"ORACLE": "Oracle",
|
||
"ORACLE_DESC": "Le psychique acquiert une compréhension intuitive de plus en plus grande de son propre avenir. Chaque utilisation de la technique Oracle nécessite une Action principale et que l'utilisateur dépense de l'effort pour la journée. Une fois déclenché, l'adepte a une vision brève et unique liée à la question sur l'avenir qu'il se pose. Cette vision provient toujours de son propre point de vue et ne révèle jamais plus d'une minute de perspicacité, bien que le psychique la traite presque instantanément dans le cadre de l'utilisation du pouvoir. \nLe MJ devrait répondre à la question comme si le PC était sur le point d'exécuter l'action ou s'engager dans la recherche d'informations pertinente à la question. Ainsi, si l'adepte voulait savoir ce que ferait le fait d'appuyer sur un bouton et que le MJ sait qu'il est connecté à une bombe, le médium pourrait avoir une vision de mort subite. Si la bombe avait un retard qui dépassait l'horizon temporel de l'oracle, cependant, le psychique pourrait simplement voir une vision de lui-même attendant patiemment, sans que rien ne se passe.\nLes visions doivent porter sur des actions et des événements, pas sur des faits abstraits. Oracle ne permettrait pas à un psychique de savoir qui est le chef du crime d'un quartier de bidonvilles, par exemple, mais cela pourrait donner une vision du psychique pris dans la prochaine émeute sanglante et du chef de gang qui dirige la myriade de voyous. Il ne pouvait pas révéler le nom d'un garde de sécurité, mais cela pourrait montrer au voyant le moment imminent où la prochaine patrouille de garde entrera dans la zone que le psychique prévoit d'infiltrer. Seules les informations les plus importantes ou les plus significatives sont véhiculées par la technique, même si plusieurs événements intéressants peuvent se produire au cours de l’horizon temporel.\nOracle ne peut être utilisé qu'une seule fois sur une question ou un sujet donné jusqu'à ce que la situation change substantiellement ou qu'une semaine s'écoule. L'horizon temporel maximal de l'Oracle augmente à mesure que la compétence de prémonition de l'adepte s'améliore.\nNiveau-0: Une minute dans le futur.\nNiveau-1: Un jour dans le futur.\nNiveau-2: Une semaine dans le futur.\nNiveau-3: Trois mois dans le futur.\nNiveau-4: Un an dans le futur.",
|
||
"ORGANIC_PURIFICATION_PROTOCOLS": "Organic Purification Protocols",
|
||
"ORGANIC_PURIFICATION_PROTOCOLS_DESC": "The biopsion’s Psychic Succor now cures any poisons or diseases the subject may be suffering, albeit it requires Committing Effort for the day as an additional surcharge. Biowarfare organisms, exceptionally virulent diseases, or TL5 toxins may resist this curing, requiring a Wis/Biopsionics skill check at a difficulty of at least 10. Failure means that the adept cannot cure the target’s disease. This technique cannot cure congenital illnesses.",
|
||
"OTHER": "Autre",
|
||
"OTHER_EQUIPMENT": "Autre équipement",
|
||
"PANSPECTRAL_OPTICS": "Panspectral Optics",
|
||
"PANSPECTRAL_OPTICS_DESC": "Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.",
|
||
"PARTIAL_EXPERT_CLASS_ABILITY": "Partial Expert: You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.",
|
||
"PARTIAL_PSYCHIC_CLASS_ABILITY": "Partial Psychic: You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.",
|
||
"PARTIAL_WARRIOR_CLASS_ABILITY": "Partial Warrior: You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.",
|
||
"PATROL_BOAT": "Patrol Boat",
|
||
"PAX": "Pax",
|
||
"PC": "PJ",
|
||
"PEACEFUL_HUMAN": "Peaceful Human",
|
||
"PERCEPTION": "Perception",
|
||
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
|
||
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
|
||
"PERFORM": "Représenter",
|
||
"PERMANENT_STRAIN": "Stress permanent",
|
||
"PERMANENT_STRAIN_EXTRA": "Permanent Strain Extra",
|
||
"PERSONAL_APPORTATION": "Personal Apportation",
|
||
"PERSONAL_APPORTATION_DESC": "The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void.\nThe core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind.\nA teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power.\nThe maximum range of Personal Apportation depends on the teleporter’s skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\nLevel-0: The psychic can teleport up to 10 meters.\nLevel-1: The psychic can teleport up to 100 meters.\nLevel-2: The psychic can teleport up to 10 kilometers.\nLevel-3: The psychic can teleport up to 1,000 kilometers.\nLevel-4: The psychic can teleport anywhere on a planet’s surface or near orbit.",
|
||
"PERSUADE": "Persuasion",
|
||
"PHARMACEUTICALS": "Médicaments",
|
||
"PHYSICAL": "Physique",
|
||
"PHYSICAL_SAVE": "Jet de sauv. Physique",
|
||
"PILOT": "Piloter",
|
||
"PIRATE_KING": "Pirate King",
|
||
"PLANETARY_DEFENSE_ARRAY": "Planetary Defense Array",
|
||
"PLANETARY_DEFENSE_ARRAY_DESC": "Anti-impact and anti-nuke surface defenses.",
|
||
"PLASMA_BEAM": "Plasma Beam",
|
||
"PLASMA_PROJECTOR": "Plasma Projector",
|
||
"PLASMA_PROJECTOR_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
|
||
"POINT_DEFENSE_LASERS": "Point Defense Lasers",
|
||
"POINT_DEFENSE_LASERS_DESC": "+2 AC versus weapons that use ammo.",
|
||
"POLICE_OFFICER": "Police Officer",
|
||
"POLYMORPHIC_NANITES": "Polymorphic Nanites",
|
||
"POLYMORPHIC_NANITES_DESC": "Usually found in two-kilo cylinders with integral input-output data ports, polymorphic nanites were a late-Second Wave development that promised to revolutionize manufacturing. When fed a design schematic using standard pretech CAD/CAM protocols, the nanites exude into the desired object, mimicking any necessary physical properties. The nanites can be used to create any object of equivalent or lesser mass, provided a datapad or the equivalent is available to feed them the schematic. The nanites are single-use, but multiple cylinders can be linked together to create larger objects. The workmanship of the nanites is good, but not exceptional; any available schematic of tech level 4 or less can be produced.",
|
||
"POLYPLAST_CARAPACE": "Polyplast Carapace",
|
||
"POLYPLAST_CARAPACE_DESC": "This variant form of assault suit employs pretech deforming polymers to create sealed joints and flexible armor plates that still maintain rigidity under impact. A polyplast carapace is treated as an assault suit with AC 18, except that it counts as only one item for encumbrance and requires no practice to use correctly. Integral kinetic absorption sinks allow the armor to function without the need for power cells.",
|
||
"POLYSPECTRAL_MES_BEAM": "Polyspectral MES Beam",
|
||
"PORTABOX": "Portabox",
|
||
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
|
||
"POSITIVE": "Positif",
|
||
"POWER": "Pouvoir",
|
||
"POWERED": "Motorisé",
|
||
"POWER_CELL_TYPE_A": "Power cell, type A",
|
||
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
|
||
"POWER_CELL_TYPE_B": "Power cell, type B",
|
||
"POWER_CELL_TYPE_B_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 24 hours for a type B cell.",
|
||
"POWER_INIT": "AO",
|
||
"PRAY": "Prière",
|
||
"PRECOGNITION": "Prémonition",
|
||
"PRECOGNITIVE_NAV_CHAMBER": "Precognitive Nav Chamber",
|
||
"PRECOGNITIVE_NAV_CHAMBER_DESC": "Allows a precog to assist in navigation.",
|
||
"PREPARED": "Préparé",
|
||
"PRESSURE_FIELD": "Pressure Field",
|
||
"PRESSURE_FIELD_DESC": "As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.",
|
||
"PRESSURE_SHEATHING": "Pressure Sheathing",
|
||
"PRESSURE_SHEATHING_DESC": "Occasionally purchased by workers in hard vacuum or other hostile environments, pressure sheathing integrates an ultrathin pressure membrane with the user’s dermis and emergency film sealants that trigger at the user’s mental command. The pressure sheathing serves as an emergency vacc suit with an integral oxygen supply and temperature regulators that can sustain them for up to thirty minutes. A pressure sheath needs 48 hours to regain structural integrity and power after triggering. A pressure sheath can be detected only by a close medical examination.",
|
||
"PRESSURE_TENT": "Pressure tent",
|
||
"PRESSURE_TENT_DESC": "This tent maintains a breathable atmosphere, tolerable temperature and serviceable sleeping quarters for up to five very friendly occupants. Advanced filtration and cracking tech allows a single standard vacc suit oxygen tank to provide breathable air for the occupants for up to 24 hours. The tent requires a type A power cell for each day in which this filter is employed.",
|
||
"PRETECH_COSMETIC": "Pretech Cosmetic",
|
||
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
|
||
"PRICE": "Prix",
|
||
"PRIMITIVE": "Primitif",
|
||
"PRIMITIVE_BOW": "Arc primitif",
|
||
"PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
|
||
"PRIMITIVE_DRONE": "Primitive Drone",
|
||
"PROCESSING": "Mise à jour en cours",
|
||
"PROCESSING_NODES": "Processing Nodes",
|
||
"PROFESSION": "Profession",
|
||
"PROFICIENT": "Maîtrise",
|
||
"PROFICIENT_APPORTATION": "Proficient Apportation",
|
||
"PROFICIENT_APPORTATION_DESC": "Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.",
|
||
"PROGRAM": "Programmer",
|
||
"PROPHECY": "Prophétie",
|
||
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
|
||
"PROSTHETIC_LIMB": "Prosthetic Limb",
|
||
"PROSTHETIC_LIMB_DESC": "Hands, feet, arms, legs, eyes, and numerous internal organs can be replicated by postech medical science. These prosthetics can provide a good approximation of the sense of touch, and are usually impossible to distinguish from ordinary limbs without close inspection. Pretech-level worlds tend to prefer actually regenerating lost limbs, but those with access only to ordinary frontier levels of tech have reason to be grateful to prosthetics.",
|
||
"PSEUDONUKE": "Pseudonuke",
|
||
"PSEUDONUKE_DESC": "While conventional TL4 nuke snuffers make dangerous nuclear reactions impossible near spaceships or modern civil defense systems, a pseudonuke is designed with esoteric pretech parts and techniques to bypass TL4 defenses. Most pseudonukes are no larger than a briefcase but can detonate with enough force to wipe out a large city or space station. The handful created before the Scream were deniable Mandate tools to deal with rebel frontier colonies. Those that survive are spectacularly illegal on almost all worlds.",
|
||
"PSIONICS": "Psioniques",
|
||
"PSIONICS_AND_SPACE_MAGIC": "Psionics and Space Magic",
|
||
"PSIONIC_ANCHORPOINT": "Psionic anchorpoint",
|
||
"PSIONIC_ANCHORPOINT_DESC": "Focal point for allied psychics' powers.",
|
||
"PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
|
||
"PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
|
||
"PSYCH": "Psych",
|
||
"PSYCHIC": "Psychique",
|
||
"PSYCHIC_CLASS_ABILITY": "Contrairement aux guerriers ou aux experts, vous êtes capable d'apprendre les disciplines psychiques et leurs techniques associées, comme décrit à partir de la page 28. \n- Lorsque vous choisissez cette classe, choisissez deux compétences psychiques comme compétences supplémentaires. Vous pouvez choisir la même deux fois pour obtenir une maîtrise de niveau 1 ainsi qu'une technique de niveau 1 de cette discipline. \n- Vous avez un score d'effort, qui peut être utilisé pour alimenter les capacités psychiques. Votre effort maximum est égal à 1 plus votre compétence psychique la plus élevée plus le meilleur de vos modificateurs de Sagesse ou de Constitution. Même avec une pénalité, votre effort maximum ne peut être inférieur à 1.",
|
||
"PSYCHIC_REFINEMENT": "Raffinement psychique",
|
||
"PSYCHIC_REFINEMENT_DESC": "Le métapsionique acquiert une maîtrise améliorée de ses propres pouvoirs et une sensibilité innée à l'utilisation des capacités psioniques en sa présence.\nNiveau 0: L'adepte peut détecter visuellement et de manière audible l'utilisation des pouvoirs psychiques. Si la source et la cible sont visibles par la métapsion, il peut dire qui utilise l'énergie, même si elle est normalement imperceptible. Il gagne un bonus de +2 à tout jet de sauvegarde contre un pouvoir psionique.\nNiveau 1: L'Effort maximum du métapsion augmente d'un point supplémentaire.\nNiveau 2: L'adepte peut déterminer si oui ou non une personne est un psychique ou a des capacités psioniques latentes grâce à un round d'inspection visuelle. Le bonus de jet de sauvegarde contre les pouvoirs psioniques augmente à +3.\nNiveau 3: L'Effort maximum du métapsion augmente d'un point supplémentaire.\nNiveau 4: La métapsion peut effectuer une version légèrement plus sûre de l'Embrasement. Au lieu de lancer le dé de dégâts d'incendie, ils subissent simplement 10 points de dégâts après l'utilisation de l'Embrasement. Les dégâts surviennent après l'activation du pouvoir alimenté, ce qui permet à un psychique aux points de vie bas de déclencher un pouvoir avant de tomber inconscient. Ces dégâts ne peuvent être soignés que par le repos naturel au lit, bien qu'un médium puisse être stabilisé si cette technique l'amène à zéro point de vie.",
|
||
"PSYCHIC_SKILLS_TECHNIQUES": "Techniques & Compétences Psychiques",
|
||
"PSYCHIC_STATIC": "Psychic Static",
|
||
"PSYCHIC_STATIC_DESC": "As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.",
|
||
"PSYCHIC_SUCCOR": "Psychic Succor",
|
||
"PSYCHIC_SUCCOR_DESC": "The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time.\nActivating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.\nLevel-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.\nLevel-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.\nLevel-2: As level-1, but healing 2d6+2 hit points instead. Level-3: As level-2, but healing 2d6+6 hit points instead. Level-4: As level-3, but healing 3d6+8 hit points instead.",
|
||
"PSYCHIC_TECHNIQUE": "Technique Psychique",
|
||
"PSYCHIC_TECHNIQUES": "Techniques Psychique",
|
||
"PSYCHIC_TRAINING": "Entraînement psychique",
|
||
"PSYCHIC_TRAINING_DESC": "Vous avez suivi une formation spéciale dans une discipline psychique particulière. Vous devez être un Psychique ou avoir choisi l'option Psychique partiel en tant qu'aventurier pour choisir ce focus. Dans ce dernier cas, vous ne pouvez suivre une formation que dans la discipline que vous avez initialement choisie comme Psychique partiel. Comme pour la plupart des foci, ce focus ne peut être pris qu'une seule fois.\nNiveau 1: Gagnez n'importe quelle compétence Psychique en bonus. Si cela l'améliore au niveau 1, choisissez une technique gratuite de niveau 1 de cette discipline. Votre effort maximum augmente de un.\nNiveau 2: Lorsque vous avancez d'un niveau, vous gagnez un point pour augmenter la compétence Psychique bonus que vous avez choisie pour le premier niveau de ce focus ou pour acheter une technique. Vous pouvez conserver ces points pour plus tard, s'il en faut plus pour augmenter la compétence ou acheter une technique particulière. Ces points sont attribués rétroactivement si vous prenez ce niveau de focus plus tard dans le jeu.",
|
||
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
|
||
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
|
||
"PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
|
||
"PUNCH": "Frapper",
|
||
"QUALITIES": "Qualités",
|
||
"QUERY": "Demander",
|
||
"QUERY_FOR_MODIFIERS": "Demander les modificateurs",
|
||
"QUERY_FOR_MODIFIERS_DESC": "Turn this off to stop roll buttons on the sheet from querying for roll modifiers.",
|
||
"QUICK_MENUS": "Quick Menus",
|
||
"QUICK_ROLLS": "Quick Rolls",
|
||
"QUINTESSENTIAL_RECONSTRUCTION": "Quintessential Reconstruction",
|
||
"QUINTESSENTIAL_RECONSTRUCTION_DESC": "The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion’s choice.",
|
||
"RACING_GRAVITICS": "Racing Gravitics",
|
||
"RACING_GRAVITICS_DESC": "The drone is tuned for extra speed. Its flight endurance is halved, but it can now move up to 60 meters per combat round and fly at up to 200 kph out of combat.",
|
||
"RAILGUN": "Railgun",
|
||
"RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
|
||
"RANGE": "Portée",
|
||
"RANGED_WEAPONS": "Armes à distance",
|
||
"RATIONS_1_DAY": "Rations, 1 jour",
|
||
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
|
||
"REDIVIVUS_SHEATH": "Redivivus Sheath",
|
||
"REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
|
||
"REACTION": "Réaction",
|
||
"REACTIVE_TELEKINESIS": "Reactive Telekinesis",
|
||
"REACTIVE_TELEKINESIS_DESC": "As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.",
|
||
"READIED": "Readied",
|
||
"REAPER_BATTERY": "Reaper Battery",
|
||
"REFLEX_RESPONSE": "Reflex Response",
|
||
"REFLEX_RESPONSE_DESC": "As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.",
|
||
"REINFORCED_STRUCTURE": "Reinforced Structure",
|
||
"REINFORCED_STRUCTURE_DESC": "The drone is equipped with heavier plating and a sturdier internal frame. Its hit points are increased by 50%, rounded up.",
|
||
"RELIGION": "Religion",
|
||
"REMOTE_LINK_UNIT": "Remote link unit",
|
||
"REMOTE_LINK_UNIT_DESC": "These data broadcast link units have been preloaded with one-time pad security measures, advanced stealth circuitry, and sophisticated data progression algorithms. Two of these links can allow a user to maintain contact with a remote data storage unit. The connection is too “stiff” to allow for easy hacking, however, and it applies a -2 penalty to any attempts to hack through it. Professional-grade security systems often have means to detect the broadcast of a remote link unit.",
|
||
"REMOTE_REPAIR": "Remote Repair",
|
||
"REMOTE_REPAIR_DESC": "Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.",
|
||
"REPAIR_BOT": "Repair Bot",
|
||
"REPORT_AN_ISSUE": "Signaler un problème",
|
||
"REQUIRES_CHATSETATTR": "Requires the ChatSetAttr API script.",
|
||
"RESOURCES": "Ressources",
|
||
"RESULT": "Résultat",
|
||
"REVENANT_WIRING": "Revenant Wiring",
|
||
"REVENANT_WIRING_DESC": "One of the more grotesque results of late pretech augmentation research, revenant wiring permeates the user’s body with a web of supplementary limb actuators and sensor clusters. In combat, the user may designate up to a half-dozen targets to the system’s braked micro-AI. If the user goes unconscious or is killed, the micro-AI will engage the limb actuators to keep fighting, even if the user is nothing more than a ragged mass of mangled tissue. The micro-AI is not brilliant, but it is capable of negotiating most terrain and dealing with physical impediments to killing the designated targets. The actuators have power to keep operating for 3d4 rounds, or until the wearer takes 25 more hit points of damage, whichever comes first. The stress produced by revenant wiring makes it much more difficult to revive a downed user with Lazarus patches or biopsionics; all revivification chances are half normal.",
|
||
"REVERIE": "Reverie",
|
||
"REVERIE_DESC": "Requires Heal-1. This very dangerous combat drug completely subdues the subject’s fear centers and adrenaline production, leaving them perfectly calm and relaxed even in the midst of mortal danger. Their reaction speed is much slower as a consequence, and they may act only on even-numbered combat rounds; so on the second, fourth, and sixth rounds and so forth. Any damage they suffer is doubled as well due to their lack of vigilance. Their perfect calm allows them to shoot as if on the target range, however, and they can make Dex/Shoot skill checks to hit a target instead of hit rolls; the difficulty is 7 at point blank, 9 at normal ranges, and 11 at long ranges for the weapon. The target’s Armor Class is ignored. Melee attacks made under Reverie always hit. Reverie lasts for ten minutes and adds 2 System Strain to the target.",
|
||
"REVISED_EDITION": "Revised Edition",
|
||
"REVOLVER": "Revolver",
|
||
"REVOLVER_DESC": "Revolvers are quite popular on frontier worlds, as the weapons are extremely reliable and can be repaired and manufactured even by primitive metallurgists. Some revolver variants are specially built to handle atmospheres that would destroy more fragile weapons.",
|
||
"RIDE": "Équitation",
|
||
"RIFLE": "Rifle",
|
||
"RIFLE_DESC": "Rifles are the mainstays of most TL2 armies and hunters, thanks to their superior range and power.",
|
||
"RIFT_REDUPLICATION": "Rift Reduplication",
|
||
"RIFT_REDUPLICATION_DESC": "Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they’ve already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round.\nIf the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn’t allow enough preparation time to count as an Execution Attack as described on page 52.",
|
||
"RIGHT_COLUMN": "Right column",
|
||
"ROBOT": "Robot",
|
||
"ROCKET_LAUNCHER": "Rocket Launcher",
|
||
"ROCKET_LAUNCHER_DESC": "Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Heavy weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.",
|
||
"ROLLS": "Jets",
|
||
"ROLL_FULL_ATTACK": "Roll full attack",
|
||
"ROLL_HP": "Roll HP",
|
||
"ROPE_20_METERS": "Rope, 20 meters",
|
||
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
|
||
"SAIL": "Navigation",
|
||
"SANDTHROWER": "Sandthrower",
|
||
"SAVAGE_FRAY": "Combat brutal",
|
||
"SAVAGE_FRAY_DESC": "Vous êtes un tourbillon de dévastation sanglante dans des combats au corps à corps et pouvez survivre bien mieux que la plupart des combattants. \nNiveau 1: Gagner Poignarder en compétence bonus. Tous les ennemis adjacents à vous à la fin de votre tour que vous n'avez pas attaqués subissent les dégâts de choc de votre arme si leur classe d'armure n'est pas trop élevée pour être affectée.\nLevel 2: Après avoir subi votre premier coup en mêlée lors d'un round, toutes les autres attaques de mêlée d'autres assaillants vous manquent automatiquement. Si l'attaquant qui vous frappe a plusieurs attaques, il peut les tenter toutes, mais les autres ennemis autour de vous ratent tout simplement.",
|
||
"SAVE": "Sauvegarde",
|
||
"SAVES": "Sauvegardes",
|
||
"SAVING_THROW": "Jet de Sauvegarde",
|
||
"SAVING_THROWS": "Jets de Sauvegarde",
|
||
"SCENE": "Scène",
|
||
"SCIENCE": "Science",
|
||
"SCOUT_REPORT": "Scout report",
|
||
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
|
||
"SECOND_LEVEL": "2ème niveau",
|
||
"SECURE_CLOTHING": "Secure Clothing",
|
||
"SECURE_CLOTHING_DESC": "Secure clothing comes in assorted styles and fashions ranging from casual street wear to haute couture. Normal fabrics and components are replaced with light, flexible armor components that are only slightly hindering to the wearer. Only close tactile examination can distinguish secure clothing from ordinary couture.",
|
||
"SECURITY": "Sécurité",
|
||
"SECURITY_ARMOR": "Security Armor",
|
||
"SECURITY_ARMOR_DESC": "Security armor is the ordinary working uniform of most law enforcement officials and security personnel. Various rigid plates and anti-ballistic panels provide protection for the wearer at minimal extra weight.",
|
||
"SEMI_AUTO_PISTOL": "Semi-Auto Pistol",
|
||
"SEMI_AUTO_PISTOL_DESC": "Semi-automatic pistols trade some of the reliability of the revolver for a larger magazine size. They tend to be the favorite sidearm for locals on planets that lack the harsh conditions or uncertain maintenance opportunities of a frontier world.",
|
||
"SENSE_THE_NEED": "Sentir le besoin",
|
||
"SENSE_THE_NEED_DESC": "À un moment donné dans le passé récent, le psychique avait une vague mais intense prémonition qu'un objet particulier serait nécessaire. En déclenchant ce pouvoir en tant qu'Action instantanée et en dépensant un effort pour la journée, le psychique peut déclarer rétroactivement qu'il a amené n'importe quel objet qu'il aurait raisonnablement pu acquérir et transporter jusqu'à ce point. Cet objet doit être plausible compte tenu des événements récents; si le psychique vient de subir une fouille à nu, très peu d’objets auraient raisonnablement pu être conservés, tandis qu’un psychique qui vient de passer un contrôle d’armes ne pourrait pas encore avoir de pistolet laser chargé.",
|
||
"SENSOR_MASK": "Sensor mask",
|
||
"SENSOR_MASK_DESC": "At long distances, disguise ship as another.",
|
||
"SENSOR_TRANSPARENCY": "Sensor Transparency",
|
||
"SENSOR_TRANSPARENCY_DESC": "The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.",
|
||
"SERIAL_KILLER": "Serial Killer",
|
||
"SHEAR_RIFLE": "Shear Rifle",
|
||
"SHEAR_RIFLE_DESC": "Shear rifles are the product of a relatively few functioning pretech manufactories. These weapons use miniaturized grav projectors to create dangerous repulsor fields inside a target, tearing the object apart along perfectly smooth planes. Shear rifles are completely silent in operation.",
|
||
"SHELL": "Shell",
|
||
"SHELLS": "Shells",
|
||
"SHIELD": "Bouclier",
|
||
"SHIELD_DESC": "Shields are an ancient yet extremely useful adjunct to body armor. Primitive shields are usually of wood or stretched hide, while more modern riot shields tend toward clear plastic. A force pavis is more effective, being a small pretech force disc projector that can absorb all manner of small arms fire. All shields require one free hand to use effectively. Shields grant a base AC to their user; 13 for primitive and riot shields, and 15 for a force pavis. If the bearer’s AC is already equal or better, the shield simply grants a +1 AC bonus. Primitive and riot shields are ignored by all weapons that ignore primitive armor. Aside from their AC benefit, a shield also renders the bearer immune to the first instance of melee Shock damage they take each round, assuming the shield is effective against the weapon being used.",
|
||
"SHIP": "Vaisseau",
|
||
"SHIPS_LOCKER": "Ship's locker",
|
||
"SHIPS_LOCKER_DESC": "General equipment for the crew.",
|
||
"SHIPTENDER_MOUNT": "Shiptender mount",
|
||
"SHIPTENDER_MOUNT_DESC": "Allow another ship to hitch on a spike drive.",
|
||
"SHIP_BAY_FIGHTER": "Ship Bay/Fighter",
|
||
"SHIP_BAY_FIGHTER_DESC": "Carrier housing for a fighter.",
|
||
"SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
|
||
"SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
|
||
"SHOCK": "Choc",
|
||
"SHOCKING_ASSAULT": "Assault de choc",
|
||
"SHOCKING_ASSAULT_DESC": "Vous êtes extrêmement dangereux pour les ennemis autour de vous. La férocité de vos attaques de mêlée stresse et distrait les ennemis même lorsque vos coups ne font pas couler de sang.\nNiveau 1: Gagner Frapper ou Poignarder en compétence bonus. Les dégâts de Choc de votre arme traitent toutes les cibles comme si elles avaient CA 10, en supposant que votre arme est capable de blesser la cible en premier lieu.\nNiveau 2: Additionnellement, vous gagnez un bonus de +2 au score de dégâts de Choc de toutes les armes de mêlée et attaques à mains nues. Les coups réguliers ne font jamais moins de dégâts que Ce choc ne le ferait en cas d'échec.",
|
||
"SHOCK_AC": "Shock AC",
|
||
"SHOCK_DAMAGE": "Shock damage",
|
||
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
|
||
"SHOOT": "Tirer",
|
||
"SHOTGUN": "Shotgun",
|
||
"SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
|
||
"SHOW_HIDE": "afficher/masquer",
|
||
"SHUTTLE": "Shuttle",
|
||
"SINGULARITY_GUN": "Singularity Gun",
|
||
"SIZE": "Catégorie de taille",
|
||
"SKILL": "Compétence",
|
||
"SKILLED_PROFESSIONAL": "Skilled Professional",
|
||
"SKILLS": "Compétences",
|
||
"SKILL_AB": "Skill AB",
|
||
"SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice",
|
||
"SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.",
|
||
"SKILL_LIST": "Skill list",
|
||
"SKILL_LIST_DESC": "Chose whether to change to the skill list from First Edition SWN, Worlds Without Number, or use neither (In that case you should probably enable custom skills).",
|
||
"SKILL_NAME": "Skill name",
|
||
"SKILL_ORDER_FIRST": "artist,navigation,athletics,perception,bureaucracy,persuade,business,profession,combat_energy,religion,combat_gunnery,science,combat_primitive,security,combat_projectile,stealth,combat_psitech,steward,combat_unarmed,survival,computer,tactics,culture_alien,tech_astronautic,culture_criminal,tech_maltech,culture_spacer,tech_medical,culture_traveller,tech_postech,culture_one,tech_pretech,culture_two,tech_psitech,culture_three,vehicle_air,exosuit,vehicle_grav,gambling,vehicle_land,history,vehicle_space,instructor,vehicle_water,language,dummy,leadership",
|
||
"SKILL_ORDER_MAGIC": "know_magic,use_magic,sunblade",
|
||
"SKILL_ORDER_PSIONIC": "biopsionics,telekinesis,metapsionics,telepathy,precognition,teleportation",
|
||
"SKILL_ORDER_REVISED": "administer,program,connect,punch,exert,shoot,fix,sneak,heal,stab,know,survive,lead,talk,notice,trade,perform,work,pilot",
|
||
"SKILL_ORDER_WWN": "administer,connect,convince, craft,exert,heal,know,lead,magic,notice,perform,pray,punch,ride,sail,shoot,sneak,stab,survive,trade,work",
|
||
"SLEEPER": "Sleeper",
|
||
"SLIP_FIELD": "Slip Field",
|
||
"SLIP_FIELD_DESC": "As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept’s Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.",
|
||
"SLOWTIME_WINDOW": "Slowtime Window",
|
||
"SLOWTIME_WINDOW_DESC": "A piece of cutting-edge pretech cyberware, the slowtime window was installed in crisis responders and others reliant on split-second decision making. When engaged, the implants accelerate the user’s cogitation speed by more than three thousand percent. While there is no corresponding acceleration of the user’s physical reflexes, they have time to process the situation and take in its details. A person who triggers a slowtime window cannot be surprised; they always roll initiative as normal no matter how unexpected the attacker. This brain acceleration is highly stressful on the tissues, however, and one point of System Strain is gained each time it is engaged.",
|
||
"SMALL_ADVANCED_WEAPON": "Small advanced weapon",
|
||
"SMALL_ADVANCED_WEAPON_DESC": "Small advanced weapons ",
|
||
"SMALL_PACK_HUNTER": "Small Pack Hunter",
|
||
"SMALL_PRIMITIVE_WEAPON": "Small primitive weapon",
|
||
"SMALL_PRIMITIVE_WEAPON_DESC": "Small primitive weapons are small one-handed implements no larger than a baton or knife. These weapons are easily concealed in normal clothing, and can even be kept Readied up sleeves or in tailored pockets. Many can be thrown at a range up to 10 meters. A primitive weapon is simply one of ordinary metal or wood, with no high-tech augmentations, and are often unable to harm targets in powered armor.",
|
||
"SMALL_STATION": "Small Station",
|
||
"SMALL_VICIOUS_BEAST": "Small Vicious Beast",
|
||
"SMART_CLOUD": "Smart Cloud",
|
||
"SMUGGLERS_HOLD": "Smuggler's hold",
|
||
"SMUGGLERS_HOLD_DESC": "Small amount of well-hidden cargo space.",
|
||
"SNEAK": "Se Faufiler",
|
||
"SNIPER": "Sniper",
|
||
"SNIPER_DESC": "Vous êtes un expert pour placer une balle ou un laser sur une cible sans méfiance. Ces avantages spéciaux s'appliquent uniquement lorsque vous effectuez une Attaque d'exécution avec une arme à feu ou un arc, comme décrit à la page 52.\nLevel 1: Gagnez Tirer en compétence bonus. Lors d'un test de compétence pour une Attaque d'exécution ou un tir de cible, lancez 3d6 et omettez le dé le plus bas.\nNiveau 2: Une cible touchée par votre Attaque d'exécution subit une pénalité de -4 au jet de sauvegarde Physique pour éviter une blessure mortelle immédiate. Même si le jet de sauvegarde est réussi, la cible subit le double des dégâts normaux infligés par l'attaque.",
|
||
"SNIPER_RIFLE": "Sniper Rifle",
|
||
"SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
|
||
"SOLAR_RECHARGER": "Solar recharger",
|
||
"SOLAR_RECHARGER_DESC": "This recharger unfolds into a 2 meter by 2 meter square field of solar cells. Granted a primary star of roughly Earth-like intensity, it can recharge one type A power cell per day.",
|
||
"SOLDIER_BOT": "Soldier Bot",
|
||
"SPACE_MAGIC": "Space Magic",
|
||
"SPARE_PARTS": "Spare parts",
|
||
"SPARE_PARTS_DESC": "This is a general category for a number of small TL4 components and repair materials. While a simple toolkit or metatool is often enough to fix a damaged object, severely broken devices may need replacement parts. Rather than keep a catalog of bits and pieces, a technician can simply bring along one or more units of spare parts, subtracting one whenever the GM decides that a repair effort requires more than existing salvage can support. A unit of spare parts can also be used to jury-rig some basic, uncomplicated tool or weapon from the equipment list with ten or fifteen minutes of assembly and at least Fix-0 skill. Such bodged devices rarely last longer than one scene.",
|
||
"SPATIAL_AWARENESS": "Spatial Awareness",
|
||
"SPATIAL_AWARENESS_DESC": "The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.",
|
||
"SPATIAL_SYNCHRONY_MANDALA": "Spatial Synchrony Mandala",
|
||
"SPATIAL_SYNCHRONY_MANDALA_DESC": "The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.",
|
||
"SPECIALIST": "Specialiste",
|
||
"SPECIALIST_DESC": "Vous êtes remarquablement doué dans une compétence particulière. Que ce soit un cambrioleur merveilleux, un athlète de renommée mondiale, un ingénieur brillant ou tout autre savant, votre expertise est extrêmement fiable. Vous pouvez utiliser ce focus plus d'une fois pour différentes compétences.\nNiveau 1: Gagnez une compétence hors combat et hors psychique en bonus. Lancez 3d6 et omettez le dé le plus bas pour tous les tests de cette compétence.\nLevel 2: Lancez 4d6 et omettez les deux dés les plus bas pour tous les tests de cette compétence.",
|
||
"SPECIES_GENDER": "Espèce / Genre",
|
||
"SPECIFIC_HUMAN": "Specific human",
|
||
"SPEED": "Vitesse",
|
||
"SPELL": "Sort",
|
||
"SPELLS": "Sorts",
|
||
"SPELL_SLOTS": "Emplacements de sort",
|
||
"SPIKE_DRIVE_2": "Drive-2 upgrade",
|
||
"SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.",
|
||
"SPIKE_DRIVE_3": "Drive-3 upgrade",
|
||
"SPIKE_DRIVE_3_DESC": "Upgrade a spike drive to drive-3 rating.",
|
||
"SPIKE_DRIVE_4": " Drive-4 upgrade",
|
||
"SPIKE_DRIVE_4_DESC": "Upgrade a spike drive to drive-4 rating.",
|
||
"SPIKE_DRIVE_5": "Drive-5 upgrade",
|
||
"SPIKE_DRIVE_5_DESC": "Upgrade a spike drive to drive-5 rating.",
|
||
"SPIKE_DRIVE_6": "Drive-6 upgrade",
|
||
"SPIKE_DRIVE_6_DESC": "Upgrade a spike drive to drive-6 rating.",
|
||
"SPIKE_INVERSION_PROJECTOR": "Spike Inversion Projector",
|
||
"SPIKE_THROWER": "Spike Thrower",
|
||
"SPIKE_THROWER_DESC": "Mag weaponry involves the magnetic acceleration of metal flechettes, while spike throwers are the shotgun equivalents of these weapons. Mag ammunition is packaged with integral power supplies, so no additional power cells are necessary to fire these weapons.",
|
||
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
|
||
"SQUEAL": "Squeal",
|
||
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
|
||
"STAB": "Poignarder",
|
||
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
|
||
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
|
||
"STALKER": "Stalker",
|
||
"STARFARER": "Voyageur stellaire",
|
||
"STARFARER_DESC": "Vous êtes un expert dans le calcul et l'exécution de voyages interstellaires. Alors que la plupart des pilotes expérimentés peuvent gérer des voyages sur des routes bien cartographiées, vous avez le don de forger de nouveaux chemins et créér des parcours trop dangereux pour les navigateurs mineurs.\nNiveau 1: Gagner Piloter en compétence bonus. Vous réussissez automatiquement tous les tests de compétences liés au voyage interstellaire de difficulté 10 ou moins.\nNiveau 2: Doublez votre compétence Piloter pour tous les tests de compétence liés au voyage interstellaire. Les moteurs des navires sur lesquels vous naviguez sont traitées comme un niveau supérieur; ainsi, un drive-1 est traité comme un drive-2, jusqu'à un maximum de drive-7. Les voyages interstellaires que vous supervisez personnellement ne prennent que la moitié du temps nécessaire.",
|
||
"STAR_CAPTAIN": "Capitaine de vaisseau spatial",
|
||
"STAR_CAPTAIN_DESC": "Vous avez un énorme talent naturel pour le combat contre les navires et pouvez faire de n'importe quel vaisseau dont vous êtes le capitaine un adversaire beaucoup plus redoutable. Vous devez assumer le rôle de capitaine pendant un combat tel que décrit à la page 117 des règles de combat de vaisseau pour bénéficier de ce focus.\nNiveau 1: Gagnez Mener en compétence bonus. Votre vaisseau gagne 2 points de Commandement supplémentaires au début de chaque tour.\nNiveau 2: Un vaisseau dont vous êtes le capitaine gagne des points de vie supplémentaires égaux à 20% de son maximum au début de chaque combat. Les dégâts sont prélevés sur ces points bonus en premier, et ils disparaissent à la fin du combat, ne nécessitant pas des réparations pour se reconstituer avant le suivant. De plus, une fois par engagement, vous pouvez résoudre une Crise comme une action instantanée en expliquant comment votre leadership résout le problème.",
|
||
"STATBLOCK": "Bloc de stats",
|
||
"STATIONKEEPING": "Stationkeeping",
|
||
"STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
|
||
"STATUS": "Statut",
|
||
"STAT_BLOCK": "Stat block",
|
||
"STEALTH": "Discrétion",
|
||
"STEWARD": "Intendance",
|
||
"STILETTO_CHARGE": "Stiletto charge",
|
||
"STILETTO_CHARGE_DESC": "These ancient Mandate-era polymorphic intrusion charges were originally made to allow Mandate agents to easily overcome primitive colonial data security measures. Each charge is a small interface plug the size of a human thumb. When used as part of a hack against a TL4 system, it causes the skill check to automatically succeed regardless of the difficulty. Without line shunts, however, the duration of the hack is still no more than the usual 1d4 rounds plus the hacker’s Program skill. These devices are single-use, and are prized so highly that they are almost always unavailable for conventional purchase. Favors to the right people and the looting of Mandate remnants are the only normal ways to acquire these devices.",
|
||
"STORAGE_UNIT": "Storage unit",
|
||
"STORAGE_UNIT_DESC": "While conventional dataslabs have ample space to hold any reasonable amount of data, sometimes a party needs to store or acquire a truly huge dataset. This standard TL4 storage unit is a portable but clumsy case hardened against anything short of intentional damage with a firearm, capable of interfacing with a wide variety of hardware to receive and upload data. A single storage unit can hold a tremendous amount of data that has been carefully compressed and optimized for it. If the user is simply ripping a database off a network and stuffing it into the unit, it can absorb up to a small corporation’s complete files.",
|
||
"STORM_ARMOR": "Storm Armor",
|
||
"STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.",
|
||
"STOWED": "Stowed",
|
||
"STRAIN": "Stress",
|
||
"STRAIN_EXTRA": "Strain Extra",
|
||
"STRAIN_COST": "Strain cost",
|
||
"STREET": "Street",
|
||
"STRENGTH": "Force",
|
||
"STRENGTH/2": "Force/2",
|
||
"STRENGTH_DESC": "Prouesse physique, combat au corps à corps, transport d'équipement, force brute",
|
||
"STRENGTH_SHORT": "FOR",
|
||
"STRIKE_FIGHTER": "Strike Fighter",
|
||
"STR_DEX": "FOR/DEX",
|
||
"STUN_BATON": "Stun baton",
|
||
"STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
|
||
"STUTTERJUMP": "Stutterjump",
|
||
"STUTTERJUMP_DESC": "The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.",
|
||
"STUTTERJUMP_SUIT": "Stutterjump Suit",
|
||
"STUTTERJUMP_SUIT_DESC": "A modified version of the standard deflector array, a stutterjump suit grants the wearer a limited form of teleportation through integral psitech circuitry. As an Instant action, the wearer can teleport to any location within one hundred meters, provided they have an unobstructed line of sight to it. The suit’s circuitry requires twelve hours to recover enough for another jump. The suit does not require power cells to function.",
|
||
"SUBMACHINE_GUN": "Submachine Gun",
|
||
"SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
|
||
"SUBSYSTEMS": "Subsystems",
|
||
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
|
||
"SUCCESS!": "Succès !",
|
||
"SUICIDE_CHARGE": "Suicide Charge",
|
||
"SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
|
||
"SUIT_RIPPER": "Suit ripper",
|
||
"SUIT_RIPPER_DESC": "Suit rippers are rods with fractal cutting surfaces designed to cripple vacc suit auto-repair routines. Every hit with a suit ripper counts as a suit tear on a vacc suit-wearing enemy. Unsurprisingly, these weapons are strictly illegal in space environments.",
|
||
"SUNBLADE": "Sunblade",
|
||
"SUPPRESS_COGNITION": "Suppress Cognition",
|
||
"SUPPRESS_COGNITION_DESC": "Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.",
|
||
"SURGE_MOMENTUM": "Surge Momentum",
|
||
"SURGE_MOMENTUM_DESC": "The metapsion’s abilities can be reinforced with a degree of metadimensional energy that would cause substantial damage to a less adept mind. Particularly weak or unprepared minds might be completely crushed by the force of the adept’s augmented will.\nThe adept must Commit Effort for the day when using a power that normally grants its target a saving throw. The target then suffers a penalty equal to the adept’s Metapsionics skill on any saving throw normally granted by the power. If the target’s hit die total or character level is less than half the adept’s level, rounded up, they automatically fail their saving throw.",
|
||
"SURVEY_SCANNER": "Survey scanner",
|
||
"SURVEY_SCANNER_DESC": "A multipurpose scanner that can take atmospheric and gravitic readings, provide basic chemical analysis of samples of up to one cubic centimeter in size, and record up to two hundred hours of video information or ten times that amount of audio. Know skill checks are necessary for any but the most basic analysis.",
|
||
"SURVEY_SENSOR_ARRAY": "Survey sensor array",
|
||
"SURVEY_SENSOR_ARRAY_DESC": "Improved planetary sensory array",
|
||
"SURVIVAL": "Survie",
|
||
"SURVIVAL_KIT": "Kit de survie",
|
||
"SURVIVAL_KIT_DESC": "A standard belt-worn kit with fire lighter, water filter, three thermal flares, knife, thermal blanket, a brightly-colored 3 x 3 meter waterproof tarp, a glowbug, and a radio beacon that can transmit a distress signal up to fifty kilometers for one month on the included type A power cell. Survival kits sold on a particular world will usually also include a small booklet on specific dangers or edible organics. Possession of a survival kit grants a +1 to all relevant Survive skill checks, assuming its contents are helpful on a given planet. Survival kits are well-organized, and count as only one item for encumbrance purposes.",
|
||
"SURVIVE": "Survivre",
|
||
"SUSPENDED_MANIFESTATION": "Suspended Manifestation",
|
||
"SUSPENDED_MANIFESTATION_DESC": "The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it’s time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.",
|
||
"SYNTHETIC_ADAPTATION": "Synthetic Adaptation",
|
||
"SYNTHETIC_ADAPTATION_DESC": "This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.",
|
||
"SYSTEM_DRIVE": "System drive",
|
||
"SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.",
|
||
"SYSTEM_RESET_INDUCTOR": "System Reset Inductor",
|
||
"SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.",
|
||
"SYSTEM_STRAIN": "Stress",
|
||
"SYSTEM_STRAIN_/_MAX": "System Strain / Max",
|
||
"TACTICS": "Tactique",
|
||
"TAGGER_NANITES": "Tagger Nanites",
|
||
"TAGGER_NANITES_DESC": "While true nanotechnology is beyond the grasp of standard TL4 science, this cyberware allows for the implantation of very simple nanofactories in the user, ones that exude a constant imperceptible “smart dust”. Objects the user touches can be tagged by these nanites, which generate more of their kind for up to 48 hours after tagging. The dust then lays down a trail behind the tagged object, one that is visible to the user or to someone using a properly-keyed tracer. Only counter-nanite measures can remove the dust, as ordinary bathing or scrubbing is insufficient. The dust can be pinged by radio to announce its location to anyone within five kilometers, but most users prefer to leave the dust in passive mode, where it is undetectable to most TL4 sensors. Tagging an object adds one System Strain to the user.",
|
||
"TAILORED_ANTIALLERGENS": "Tailored antiallergens",
|
||
"TAILORED_ANTIALLERGENS_DESC": "A dose of tailored antiallergens can be used to render a local world’s organics largely edible by humans and its atmosphere breathable without severe allergic reactions. While many worlds have been seeded with Terran life forms or have produced organics that are edible by humans, others are toxic without the appropriate chemical augmentation. A dose of these antiallergens lasts for twenty-four hours.",
|
||
"TALK": "Parler",
|
||
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
|
||
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
|
||
"TECHNIQUE": "Technique",
|
||
"TECH_ASTRONAUTIC": "Tech/Astronautic",
|
||
"TECH_MALTECH": "Tech/Maltech",
|
||
"TECH_MEDICAL": "Tech/Medical",
|
||
"TECH_POSTECH": "Tech/Postech",
|
||
"TECH_PRETECH": "Tech/Pretech",
|
||
"TECH_PSITECH": "Tech/Psitech",
|
||
"TELEKINESIS": "Telekinesis",
|
||
"TELEKINETIC_ARMORY": "Telekinetic Armory",
|
||
"TELEKINETIC_ARMORY_DESC": "The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.\nArmor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.",
|
||
"TELEKINETIC_EXPERTISE": "Telekinetic Expertise",
|
||
"TELEKINETIC_EXPERTISE_DESC": "The adept has become familiar enough with the manipulation of telekinetic force that they may now use Telekinetic Manipulation without Committing Effort.",
|
||
"TELEKINETIC_FLIGHT": "Telekinetic Flight",
|
||
"TELEKINETIC_FLIGHT_DESC": "As an Instant action, the telekinetic can Commit Effort to begin flying, and may extend this effect to up to a half-dozen unresisting, human-sized allies within 30 meters. While flying, the psychic can move at twice their normal movement rate in any direction They can plunge earthward at up to terminal velocity without harm, and even orbital insertions are survivable with this power if a vacc suit is available or the Pressure Field technique is used. Allies must end their turns within 30 meters of the psychic to maintain this flight but control their own motion. As an Instant, this power may be triggered in time to negate falling damage. The flight lasts for as long as the Effort remains Committed.",
|
||
"TELEKINETIC_GENERATOR": "Telekinetic generator",
|
||
"TELEKINETIC_GENERATOR_DESC": "While this device assumes the presence of a trained telekinetic, it isn’t strictly psitech, as its operation is quite simple. A telekinetic user pushes a resistance bar within the generator, causing a flow of electricity to recharge an attached power cell. Any telekinetic with Telekinesis-1 skill or better can recharge a cell with fifteen minutes of concentration. In an emergency, a character with at least Strength 10 can operate the generator manually, though they need to succeed on a difficulty 8 Con/Exert skill check in order to keep up the pace for an hour. Failure means that the character must rest for at least an hour before trying again. The generator can charge one type A power cell at a time.",
|
||
"TELEKINETIC_MANIPULATION": "Telekinetic Manipulation",
|
||
"TELEKINETIC_MANIPULATION_DESC": "The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically.\nA telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.\nLevel-0: The psychic can exert force as if with one hand and their own strength.\nLevel-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.\nLevel-2: The psychic can lift or manipulate up to four hundred kilograms and smash a human-sized hole in structures of light wooden construction or lighter as a Main Action.\nLevel-3: The psychic can manipulate up to eight hundred kilograms and can affect as many individual objects at once as they have Telekinesis skill levels.\nLevel-4: The psychic can manipulate up to a metric ton and can smash human-sized holes in TL4-constructed exterior walls, light stone walls, or similar barriers as a Main Action.",
|
||
"TELEKINETIC_RAM": "Telekinetic Ram",
|
||
"TELEKINETIC_RAM_DESC": "As a Main Action, the psychic can Commit Effort for the scene to target a tremendous, uncontrolled burst of force at a single target within sight. This burst requires some time to detonate, however, and will only go off at the end of the next round. Targets of this technique are aware of an oppressive, electrical tingling in the air and are apt to instinctively move; this technique is thus generally useless against any target that is not entirely immobile, as any movement of a chosen target disrupts the ram. Once the ram detonates, however, it is sufficient to destroy any immobile civilian vehicle, create a five-meter hole in anything short of hardened military fortifications, or inflict 5d12 damage on anything else as if it were struck by a Heavy weapon.",
|
||
"TELEPATHIC_ASSAULT": "Telepathic Assault",
|
||
"TELEPATHIC_ASSAULT_DESC": "The telepath Commits Effort for the day as a Main Action to force a wave of metadimensional energy through the brain of a Telepathic Contact target. The assault does 6d6 damage, or 9d6 damage if the telepath has Telepathy-4 skill. The target may make a Mental saving throw to halve the damage. This assault cannot kill a target, but can knock them unconscious for an hour if they’re reduced to zero hit points, after which they wake up with one hit point. A victim cannot be\ntargeted by an assault more than once per scene.",
|
||
"TELEPATHIC_CONTACT": "Telepathic Contact",
|
||
"TELEPATHIC_CONTACT_DESC": "The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques.\nThe depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene. Level-0: Observe emotional states in a target. Intense\nemotions provide a single word or image related to the focus of the feelings.\nLevel-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.\nLevel-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.\nLevel-3: The psychic can drill down into the target’s memory to get a one or two-sentence answer to any single question they ask, or receive a single answering vision of the target’s recollections. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended. It can be re-established, but only by activating this technique again.\nLevel-4: The psychic instantly gets a full and nuanced awareness of everything the target can remember about a particular topic. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended afterwards. It can be re-established, but only by activating this technique again.",
|
||
"TELEPATHY": "Télépathie",
|
||
"TELEPORTATION": "Teleportation",
|
||
"TELEPORTATION_PADS": "Teleportation pads",
|
||
"TELEPORTATION_PADS_DESC": "Pretech teleportation to and from ship.",
|
||
"TELESCOPING_POLE": "Telescoping pole",
|
||
"TELESCOPING_POLE_DESC": "Retracting to a 30-centimeter baton, this pole extends and locks into a 3.048-meter extension that can bear as much as a thousand kilograms of weight or serve as a makeshift club",
|
||
"TEMPEST_ASSAULT_ARRAY": "Tempest Assault Array",
|
||
"TEMPEST_ASSAULT_ARRAY_DESC": "A modified version of the field emitter panoply, the TAA has all the functionality of the FEP but also does an automatic 1d6 damage to anyone who attacks the wearer in melee, inflicting the damage after the attack is resolved. The wearer is immune to Shock damage. Kinetic sinks allow the TAA to function without the need for power cells.",
|
||
"TERATIC_OVERLOAD": "Teratic Overload",
|
||
"TERATIC_OVERLOAD_DESC": "This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic’s Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship’s sick bay if managed within a month’s time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won’t even know they’ve been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.",
|
||
"TERMINAL_REFLECTION": "Réflexion terminale",
|
||
"TERMINAL_REFLECTION_DESC": "Le pouvoir Oracle du psychique se déclenche automatiquement comme une Action instantanée quelques instants avant un danger inattendu ou une embuscade, lui donnant une brève vision du danger imminent. Cet avertissement arrive juste à temps pour éviter de tomber dans un piège ou pour annuler la surprise de combat pour le psychique et ses compagnons. S'il de dépense pas immédiatement de l'Effort pour la journée, ce sens devient paralisé et cette technique ne peut pas être utilisée pour le reste de la journée.",
|
||
"TERRIFYING_APEX_PREDATOR": "Terrifying Apex Predator",
|
||
"THERMAL_FLARE": "Thermal flare",
|
||
"THERMAL_FLARE_DESC": "If triggered in one mode, the flare burns with a bright white light for two hours, illuminating up to twenty meters around the holder. If the guidance fins are extended first, the flare launches up to 200 meters and explodes in a bright white flash. A launched flare does 1d6 damage to anyone it hits, though the clumsy flight gives a -4 penalty on any attempts to hit something with it.",
|
||
"THERMAL_PISTOL": "Thermal Pistol",
|
||
"THERMAL_PISTOL_DESC": "Thermal pistols and their larger, two-handed plasma projector cousins replace the beam of a laser with a small sphere of magnetically-shaped plasma. The spheres tend to dissipate at much shorter ranges than a laser beam, but do significantly more damage to targets within range and are not affected by ambient particulates. They tend to be extremely loud in operation.",
|
||
"THERMOKINESIS": "Thermokinesis",
|
||
"THERMOKINESIS_DESC": "Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation.\nAs with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill, each time this technique is applied to them.",
|
||
"THIRD_LEVEL": "3ème niveau",
|
||
"THUNDER_GUN": "Thunder Gun",
|
||
"THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
|
||
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
|
||
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
|
||
"TINKER": "Bricoleur",
|
||
"TINKER_DESC": "Vous avez un talent naturel pour modifier et améliorer l'équipement, comme indiqué dans les règles à la page 100. \nNiveau 1: Gagnez Réparer en compétence bonus. Votre score de maintenance est doublé, vous permettant de maintenir deux fois plus de mods. Les mods de vaisseau et d'équipement ne coûtent que la moitié de leur prix habituel en crédits, bien que les exigences de récupération de prétech restent les mêmes. \nLevel 2: Votre compétence Réparer est traitée comme un niveau supérieur pour la construction et la maintenance des mods et le calcul de votre score de maintenance. Les mods avancés nécessitent une pièce de prétech récupérée en moins, jusqu'à un minimum de zéro.",
|
||
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
|
||
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
|
||
"TITAN_POWERED_ARMOR": "Titan Powered Armor",
|
||
"TITAN_POWERED_ARMOR_DESC": "An enormously heavy suit of servo-actuated powered armor, Titan assault plate was favored by pretech boarding parties and space marines. It grants the wearer all the usual benefits of storm armor, but has a base AC of 21 and subtracts 2 points of damage from every instance of harm suffered by the wearer.",
|
||
"TOOLKIT_POSTECH": "Toolkit/Postech",
|
||
"TOOLKIT_POSTECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
|
||
"TOOLKIT_PRETECH": "Toolkit/Pretech",
|
||
"TOOLKIT_PRETECH_DESC": "Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.",
|
||
"TOOLS_AND_MEDICAL": "Tools & Medical",
|
||
"TORPEDO_LAUNCHER": "Torpedo Launcher",
|
||
"TOTAL": "Total ",
|
||
"TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain",
|
||
"TOTAL_STRAIN": "Strain Total",
|
||
"TOXIN_INJECTOR": "Toxin Injector",
|
||
"TOXIN_INJECTOR_DESC": "The user’s canines or fingernails are altered to allow for the injection of one of two types of poison. If the user attempts to inject an unsuspecting victim they are already touching, the attempt is automatically successful. If the victim is wary or in combat, they can only be affected if they are unarmored and the user succeeds in a Punch attack roll. On a success, the victim must make a Physical saving throw at -2 or be incapacitated by the poison, dying in 1d6 rounds or being incapacitated for 1d6 hours at the user’s discretion. Each poison attack adds 2 System Strain to the user.",
|
||
"TRACTOR_BEAMS": "Tractor beams",
|
||
"TRACTOR_BEAMS_DESC": "Manipulate objects in space at a distance.",
|
||
"TRADE": "Marchander",
|
||
"TRADE_GOODS": "Trade goods",
|
||
"TRADE_GOODS_DESC": "Glowbugs, ceramic fire lighters, antibiotics, ceraplast tools, and the other fruits of a TL4 civilization that might be valuable on more primitive worlds. A kilo of trade goods can usually be traded for at least a hundred credits worth of local products on more primitive worlds that are not well-served by interstellar merchants. The profit margin shrinks rapidly as interstellar trade becomes more common, and there is always the difficulty of finding local products that are actually worth a merchant’s journey.",
|
||
"TRADE_METALS": "Trade metals",
|
||
"TRADE_METALS_DESC": "The fruit of common TL4 asteroid mining, trade metals include gold, platinum, artificial gemstones, and other substances precious on many lost worlds and trivially valuable on spacefaring ones. A kilo worth of trade metals can be exchanged for as much as a thousand credits worth of local products on metal-poor worlds isolated from interstellar trade. Markets flood rapidly, however, and it usually doesn’t take more than a few merchant trips to persuade the locals to demand trade goods or credits.",
|
||
"TRANSHUMAN_CHARACTERS": "Transhuman Characters",
|
||
"TRANSHUMAN_CHARACTERS_DESC": "Run a Transhuman campaign with body-swapping. Rules for this are in the Deluxe edition.",
|
||
"TRANSLATOR_TORC": "Translator torc",
|
||
"TRANSLATOR_TORC_DESC": "Each translator torc is keyed for two languages, and will automatically translate what it hears in one into speech in the other. The translations are eccentric in many cases, and there is always a several-second delay between each statement and its translation. Any attempts to exert social skills or Charisma through a translator torc suffer a -2 skill check penalty. The torc is powered by one type A power cell, which lasts for one week of regular use.",
|
||
"TRANSMIT_THOUGHT": "Transmit Thought",
|
||
"TRANSMIT_THOUGHT_DESC": "The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.",
|
||
"TRAVEL_COST": "Travel Cost",
|
||
"TSUNAMI": "Tsunami",
|
||
"TSUNAMI_DESC": "Requires Heal-1. An emergency combat stim used to juice certain expendable soldiers before an assault, Tsunami fills them with a reckless disregard for pain and an intense aggressiveness. The short effect duration and difficult application limits its wider use, however. Subjects gain a Morale score of 12, 10 extra hit points for ten minutes and a +2 bonus on all hit rolls. At the end of the duration, they immediately lose those 10 hit points, which may leave them mortally wounded. Each application adds 2 System Strain to the target.",
|
||
"TWITCHLOCK_ACTUATORS": "Twitchlock Actuators",
|
||
"TWITCHLOCK_ACTUATORS_DESC": "Neural override fibers are woven into the user’s hands and arms and linked to a perceptual modulator implanted at the base of the user’s brain stem. When presented with a direct exercise of hand-eye coordination, the twitchlock can be engaged to produce superhuman accuracy and precision. Any attack roll or skill check reliant chiefly on manual dexterity or aim can be rerolled, though the power surge inflicts two points of System Strain on the user. A given roll can only be rerolled once with this cyberware. While the twitchlock allows superhuman accuracy when engaged, the overrides fuzz ordinary nerve impulses and reduce the user’s Dexterity modifier by 1 when active. Activating or deactivating the cyberware requires a Main Action.",
|
||
"TYPE": "Type",
|
||
"TYPE_OF_MAGIC": "Type of Magic",
|
||
"UNARMED_COMBATANT": "Combattant sans arme",
|
||
"UNARMED_COMBATANT_DESC": "Vos mains vides sont plus dangereuses que les couteaux et les fusils sous l'emprise des moins doués. Vos attaques à mains nues sont comptées comme des armes de mêlée lorsqu'il s'agit d'engager des adversaires brandissant des fusils et des armes longues similaires, bien que vous ayez besoin d'au moins une main libre pour le faire. \nNiveau 1: Gagnez Frapper en compétence bonus. Vos attaques non armées deviennent plus dangereuses à mesure que votre compétence Frapper augmente. Au niveau 0, ils infligent 1d6 dégâts. Au niveau 1, ils infligent 1d8 dégâts. Au niveau 2, ils font 1d10, le niveau 3 1d12 et le niveau 4 1d12+1. A Frapper-1 ou mieux, ils ont la qualité Choc égale à votre compétence Frapper contre CA 15 ou moins. Bien que vous ajoutiez normalement votre niveau de compétence Frapper à tout dommage non armé, ne l'ajoutez pas deux fois à ces dégâts de choc.\nNiveau 2: Vous connaissez les verrous et les torsions qui utilisent des servos motorisés contre leur porteur. Vos attaques non armées comptent comme des armes TL4 dans le but de vaincre les armures avancées. Même en cas d'échec avec une attaque Frapper, vous infligez 1d6 dégâts non modifiés.",
|
||
"UNCOMMITTED": "Uncommitted",
|
||
"UNIQUE_GIFT": "Don Unique",
|
||
"UNIQUE_GIFT_DESC": "Que ce soit en raison d'une augmentation technologique exotique, d'un bagage transhumain unique ou un talent humain remarquable, vous avez la capacité de faire quelque chose qui est tout simplement impossible pour un humain normal. \nC'est un focus spécial qui sert de fourre-tout à un nouveau pouvoir ou avantage d'arrière-plan qui ne correspond pas aux règles existantes. Un transhumain capable de fonctionner normalement dans des environnements mortels, un sujet expérimental chargé de nanotechnologies avec une tête pleine de capteurs exotiques ou un brillant scientifique gravitique capable de voler grâce à sa technologie personnelle pourraient tous se concentrer sur leurs capacités spéciales.\nC'est au MJ de décider de ce qui est raisonnable et juste d'être couvert par ce don. Si une capacité est particulièrement puissante, elle peut obliger l'utilisateur à subir du Stress pour l'utiliser, comme décrit à la page 32.\nEn règle générale, cette capacité devrait être meilleure qu'un équipement que le PC pourrait acheter pour des crédits. Le joueur dépense une ressource très limitée lorsqu'il choisit ce focus, donc ce qu'il obtient doit être suffisamment bon pour qu'il ne puisse pas simplement le dupliquer avec un gros compte bancaire.",
|
||
"UNITY_OF_THOUGHT": "Unity of Thought",
|
||
"UNITY_OF_THOUGHT_DESC": "The telepath becomes exceptionally skilled at weaving together multiple allied minds. When they establish a Telepathic Contact with a willing ally they may bind up to six willing participants into the same contact without further Effort. This multi-person link is relatively shallow, and allows only the Instant exchange of thoughts, images, and sensory impressions. While under its effect, every participant knows the exact location and condition of all others, and uses the best Initiative roll of any of them if combat commences. At the table, up to five minutes of discussion and coordination among the players can be arranged each round without incurring delays for the PCs. Every combat turn, one gestalt member of the psychic’s choice gets an extra round of action to represent the benefits of the perfect coordination of the group. The psychic cannot gain this bonus round himself. The telepathic link lasts as long as the psychic initiates no new Telepathic Contact, and it has a range that extends to any point within a solar system.",
|
||
"UNSPENT_PSIONIC_SKILL_POINTS": "Unspent psionic skill points",
|
||
"UNSPENT_SKILL_POINTS": "Unspent skill points",
|
||
"UNTRAINED": "Untrained",
|
||
"UNTRAINED_SKILLS_IN_QUICK_MACRO": "Show untrained skills in quick macro",
|
||
"USE_AMMO_AUTOMATICALLY": "Use ammo automatically",
|
||
"USE_MAGIC": "Use Magic",
|
||
"VACC_FRESHER": "Vacc fresher",
|
||
"VACC_FRESHER_DESC": "This three-kilo tube filters and compresses atmosphere to refill vacc suit oxygen tanks. It can extract oxygen from any atmosphere which contains it, even in the form of carbon dioxide. Refilling a standard vacc suit tank requires ten minutes of operation and consumes one type A power cell. Most vacc freshers are also equipped with an emergency hand crank power source, though it requires at least two hours of cranking.",
|
||
"VACC_SKIN": "Vacc skin",
|
||
"VACC_SKIN_DESC": "A more advanced TL5 version of the vacc suit, this skin-tight suit can be worn as a readied item in conjunction with armor, though it grants no Armor Class bonus itself. It requires no oxygen tank, automatically cracking and recycling the wearer’s respiration, and can even recycle the wearer’s bodily waste into drinkable water if necessary. Vacc skins apply no penalty to hit rolls or skill checks for wearers. It suffers tears in the same way as a normal vacc suit, and requires a type A power cell for each 24 hours of operation.",
|
||
"VACC_SUIT": "Vacc suit",
|
||
"VACC_SUIT_DESC": "The standard TL4 vacc suit is designed to allow the wearer to survive in both hard vacuum and on most inhospitable planetary surfaces. The suit protects against ordinary levels of cosmic radiation and provides a temperature-controlled atmosphere. Vacc suits are equipped with radios that have a ten-kilometer range. A vacc suit oxygen tank weighs 1 encumbrance, included with the weight of the suit, and functions for six hours. Vacc suits are cumbersome, and apply a -2 penalty to all hit rolls and skill checks that require movement. Those with at least a month of zero-gee experience can ignore this penalty. No armor can be worn with a vacc suit, though the suit itself grants AC 13 to its wearers. A vacc suit requires one type A power cell for each twelve hours of operation. Vacc suits have a self-healing exterior that can seal the puncture wounds caused by bullets, arrows, or energy beams, but a strike from an edged weapon can overwhelm the repair system. If a character with 10 or fewer hit points is struck by an edged weapon, there is a 50% chance the suit is torn. Suits are equipped with emergency repair patches, but it requires a Main Action to apply one.",
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"VEHICLE": "Véhicule",
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"VEHICLE_AIR": "Vehicle/Air",
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"VEHICLE_GRAV": "Vehicle/Grav",
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||
"VEHICLE_LAND": "Vehicle/Land",
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||
"VEHICLE_SPACE": "Vehicle/Space",
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||
"VEHICLE_TRANSPORT_FITTINGS": "Vehicle transport fittings",
|
||
"VEHICLE_TRANSPORT_FITTINGS_DESC": "Halve tonnage space of carried vehicles.",
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"VEHICLE_TYPE": "Vehicle type",
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"VEHICLE_WATER": "Vehicle/Water",
|
||
"VESTIMENTUM": "Vestimentum",
|
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"VESTIMENTUM_DESC": "A \"vestimentum\" is a catch-all term for one of the many ancient Mandate ceremonial armors meant chiefly for parade guards, ritual officiants, cultural reenactors, or other roles that put elaborate style at a premium. While these outfits often look wildly unmilitary, their hyper-advanced components and micronized force fields give them the same protection against primitive weapons as any other powered armor.",
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||
"VETERAN_FIGHTER": "Veteran Fighter",
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||
"VOID_CARBINE": "Void Carbine",
|
||
"VOID_CARBINE_DESC": "Void carbines are designed for vacuum and zero-gee use, and have essentially no recoil. Their rounds cannot penetrate ordinary ship equipment plating.",
|
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"VOID_HAWK": "Void Hawk",
|
||
"VORTEX_CANNON": "Vortex Cannon",
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"VORTEX_CANNON_DESC": "Vortex cannons use controlled gravitic shear planes to cause a target to simply fall apart into component fragments. The cannons are silent in operation, but so heavy and complex that they can only be mounted on gravtanks and other similar dedicated fighting vehicles.",
|
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"VORTEX_TUNNEL_INDUCTOR": "Vortex Tunnel Inductor",
|
||
"VS": "vs",
|
||
"VS_AC_LEQ": "vs AC ≤",
|
||
"WANDERER": "Vagabond",
|
||
"WANDERER_DESC": "Votre héros voyage. Dans le cadre d'une vie sur la route, il a maîtrisé un certain nombre d'astuces pour assurer sa mobilité et survivre aux inévitables difficultés d'une existence vagabonde.\nNiveau 1: Gagnez Survivre en compétence bonus. Vous pouvez transmettre des idées de base dans toutes les langues communes du secteur. Vous pouvez toujours trouver un transport gratuit vers une destination souhaitée pour vous-même et un petit groupe de vos amis à condition que tout trafic se rende à l'endroit. Trouver ce moyen de transport ne prend pas plus d'une heure, mais il peut ne pas être un moyen de transport strictement légitime et peut nécessiter un droit de passage.\nNiveau 2: Vous pouvez falsifier, récupérer ou mettre la main sur des papiers de voyage et des pièces d'identité pour l'équipe avec 1d6 heures de travail. Ces papiers et permis résisteront à un examen ordinaire, mais nécessiteront une vérification opposée Int / Administrer contre Sag / Percevoir s'ils sont examinés par un fonctionnaire alors que le PC est en fait recherché par l'État pour un crime. Lors de la recherche d'un moyen de transport pour l'équipe, le transport fait toujours le voyage au moins aussi vite qu'un charter dédié.",
|
||
"WARPAINT": "Warpaint",
|
||
"WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
|
||
"WARRIOR": "Guerrier",
|
||
"WARRIOR_CLASS_ABILITY": "Vous gagnez un niveau dans un focus martial lié à votre expérience. Le MJ décide si un focus est qualifié s'il s'agit d'un cas ambigu. \n- Les guerriers ont de la chance au combat. Une fois par scène, en tant que capacité instantanée, vous pouvez choisir d'annuler un jet d'attaque réussi contre vous ou de transformer un jet d'attaque manqué que vous avez effectué en un coup réussi. Vous pouvez utiliser cette capacité une fois les dés lancés, mais elle ne peut pas être utilisée contre les dégâts environnementaux, les effets sans jet d’attaque ou les coups sur un véhicule que vous occupez. \n- Vous gagnez deux points de vie maximum supplémentaires à chaque niveau de personnage.",
|
||
"WARRIOR_TYRANT": "Warrior Tyrant",
|
||
"WEAPON": "Arme",
|
||
"WEAPONS": "Armes",
|
||
"WHEATCUTTER_BELT": "Wheatcutter belt",
|
||
"WHEATCUTTER_BELT_DESC": "Wheatcutter belts are one of several different antipersonnel measures often installed on gravtanks and other fighting vehicles. When triggered, a belt of explosives fires off a scything blast of shrapnel on any side of the vehicle. All creatures within 10 meters of that side of the vehicle must make an Evasion save for half damage. Those within 20 meters take half damage, and can make an Evasion save to take none at all. Wheatcutter belts do not ignore a vehicle’s Armor like other Heavy weapons do. Reloading a wheatcutter belt costs 200 credits per round.",
|
||
"WEAPON_FITTING": "Weapon Fitting",
|
||
"WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
|
||
"WIDEAWAKE_SERUM": "Wideawake Serum",
|
||
"WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
|
||
"WILD_PSYCHIC_TALENT": "Talent Psychique Primitif",
|
||
"WILD_PSYCHIC_TALENT_DESC": "Certains hommes et femmes naissent avec une forme très limitée de MES, la condition mentale qui permet l'utilisation de pouvoirs psychiques. Bien que ces personnes ne soient pas de véritables psychiques, ces «talents primitifs» peuvent créer un effet psychique limité. L'entraînement n'est pas toujours nécessaire pour développer cette capacité, et leur MES est si doux qu'ils ne subissent pas le risque de folie ou de lésions cérébrales que les psychiques plus développés risquent s'ils utilisent leurs pouvoirs sans entraînement approprié. \nCeux ayant un talent primitif ne sont pas traités comme psychiques et ne peuvent pas «torch» leurs pouvoirs. Le cas échéant, ils sont traités comme ayant un point d'effort. Les psychiques et les psychiques partiels ne peuvent pas prendre ce focus. \nNiveau 1: Choisissez une discipline psychique. Vous gagnez une capacité équivalente à la puissance de base de niveau 0 de cette discipline. Vous pouvez éventuellement choisir une technique de niveau 1 dans cette discipline, mais cette technique doit être autonome; vous ne pouvez pas en choisir une qui augmente une autre technique ou capacité de base. Par exemple, vous pouvez choisir la technique de l'armurerie télékinésique de Télékinésie, car cette capacité ne nécessite l'utilisation d'aucun autre pouvoir de télékinésie. Vous ne pouvez pas choisir la capacité Mastered Succor de Biopsioniques, car cette technique est destinée à augmenter un autre pouvoir que vous n’avez pas.\nNiveau 2: Vous avez maintenant un effort maximum de deux points. Vous pouvez choisir une deuxième capacité selon les directives ci-dessus. Cette seconde n'a pas besoin d'être une technique autonome si elle augmente la puissance que vous avez choisie pour le niveau 1 de ce focus. Ainsi, si votre premier choix gagnait la puissance de niveau 0 de Psychic Succor, votre second pourrait être Mastered Succor. Cependant, vous ne pouvez toujours pas obtenir la puissance de base de niveau 1 de Psychic Succor, car vous êtes toujours limité au niveau 0.",
|
||
"WISDOM": "Sagesse",
|
||
"WISDOM_DESC": "Remarquer des choses, émettre des jugements, lire des situations, intuition",
|
||
"WISDOM_SHORT": "SAG",
|
||
"WORK": "Travailler",
|
||
"WORKSHOP": "Atelier",
|
||
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
|
||
"WORLDS_WITHOUT_NUMBER": "Worlds Without Number",
|
||
"WOVEN_BODY_ARMOR": "Woven Body Armor",
|
||
"WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
|
||
"XP": "PX",
|
||
"XP_NEXT_LEVEL": "PX / Prochain niveau",
|
||
"XP_SCHEME": "XP scheme",
|
||
"XP_SCHEME_DESC": "Chose what to show in the \"next level xp\" field, if anything.",
|
||
"YES": "Oui"
|
||
}
|