{
"DG.SystemName": "Delta Green",
"DG.AgentNameFieldTooltip": "LAST NAME, FIRST NAME (AND ALIAS IF APPLICABLE)",
"DG.RollLuck": "Roll Luck",
"DG.Luck": "Luck",
"DG.FallbackText.newItem": "New {type}",
"DG.Skills.accounting": "Accounting",
"DG.Skills.alertness": "Alertness",
"DG.Skills.anthropology": "Anthropology",
"DG.Skills.archeology": "Archeology",
"DG.Skills.artillery": "Artillery",
"DG.Skills.athletics": "Athletics",
"DG.Skills.bureaucracy": "Bureaucracy",
"DG.Skills.computer_science": "Computer Science",
"DG.Skills.criminology": "Criminology",
"DG.Skills.demolitions": "Demolitions",
"DG.Skills.disguise": "Disguise",
"DG.Skills.dodge": "Dodge",
"DG.Skills.drive": "Drive",
"DG.Skills.firearms": "Firearms",
"DG.Skills.first_aid": "First Aid",
"DG.Skills.forensics": "Forensics",
"DG.Skills.heavy_machiner": "Heavy Machinery",
"DG.Skills.heavy_weapons": "Heavy Weapons",
"DG.Skills.history": "History",
"DG.Skills.humint": "HUMINT",
"DG.Skills.law": "Law",
"DG.Skills.medicine": "Medicine",
"DG.Skills.melee_weapons": "Melee Weapons",
"DG.Skills.navigate": "Navigate",
"DG.Skills.occult": "Occult",
"DG.Skills.persuade": "Persuade",
"DG.Skills.pharmacy": "Pharmacy",
"DG.Skills.psychotherapy": "Psychotherapy",
"DG.Skills.ride": "Ride",
"DG.Skills.search": "Search",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Stealth",
"DG.Skills.surgery": "Surgery",
"DG.Skills.survival": "Survival",
"DG.Skills.swim": "Swim",
"DG.Skills.unarmed_combat": "Unarmed Combat",
"DG.Skills.unnatural": "Unnatural",
"DG.Skills.flight": "Flight",
"DG.Skills.Tooltip.accounting": "Spot financial red flags like hidden assets, shell companies, or embezzlement.",
"DG.Skills.Tooltip.alertness": "Notice hidden dangers, subtle movements, or quiet sounds before they become threats.",
"DG.Skills.Tooltip.anthropology": "Understand the beliefs, behaviors, and taboos of living cultures and societies.",
"DG.Skills.Tooltip.archeology": "Analyze ancient artifacts and ruins to interpret long-dead civilizations.",
"DG.Skills.Tooltip.artillery": "Operate heavy weapons like mortars or tank cannons with precision.",
"DG.Skills.Tooltip.athletics": "Run, climb, jump, and throw with trained strength and agility.",
"DG.Skills.Tooltip.bureaucracy": "Navigate red tape, cut deals with officials, and get access to restricted resources.",
"DG.Skills.Tooltip.computer_science": "Hack, protect, or manipulate computer systems and recover deleted data.",
"DG.Skills.Tooltip.criminology": "Profile criminal behavior and analyze conspiracies or patterns of illicit activity.",
"DG.Skills.Tooltip.demolitions": "Safely set, disarm, or analyze explosive devices.",
"DG.Skills.Tooltip.disguise": "Alter your appearance and mannerisms to avoid recognition.",
"DG.Skills.Tooltip.dodge": "Evade incoming attacks or scramble to cover.",
"DG.Skills.Tooltip.drive": "Handle vehicles under pressure, including chases and rough terrain.",
"DG.Skills.Tooltip.firearms": "Shoot accurately under pressure with pistols, rifles, and other small arms.",
"DG.Skills.Tooltip.first_aid": "Stabilize injuries and restore HP in the short term.",
"DG.Skills.Tooltip.forensics": "Analyze crime scenes for hidden evidence using forensic methods—or conceal traces of a crime to mislead investigators.",
"DG.Skills.Tooltip.heavy_machiner": "Operate large equipment like cranes, bulldozers, or tanks in high-stress situations.",
"DG.Skills.Tooltip.heavy_weapons": "Use portable heavy arms like LMGs or rocket launchers in combat.",
"DG.Skills.Tooltip.history": "Recall historical facts, obscure references, or find buried knowledge.",
"DG.Skills.Tooltip.humint": "Read people, detect deception, and uncover hidden motives through interaction.",
"DG.Skills.Tooltip.law": "Apply or exploit legal knowledge to win court cases or avoid prosecution.",
"DG.Skills.Tooltip.medicine": "Diagnose and treat injuries or illnesses for long-term care and recovery.",
"DG.Skills.Tooltip.melee_weapons": "Fight effectively in close quarters using knives, clubs, or improvised handheld weapons.",
"DG.Skills.Tooltip.navigate": "Use maps, instruments, or intuition to find your way in unfamiliar terrain.",
"DG.Skills.Tooltip.occult": "Identify myths, rituals, and fringe beliefs—but not separate truth from superstition.",
"DG.Skills.Tooltip.persuade": "Convince others to change their mind or take actions they normally wouldn’t.",
"DG.Skills.Tooltip.pharmacy": "Identify, produce, or misuse drugs, antidotes, and poisons.",
"DG.Skills.Tooltip.psychotherapy": "Diagnose and treat mental disorders; calm or support others under psychological strain.",
"DG.Skills.Tooltip.ride": "Control and care for mounts like horses or camels.",
"DG.Skills.Tooltip.search": "Thoroughly locate concealed objects, traps, or clues in an area.",
"DG.Skills.Tooltip.sigint": "Intercept, encrypt, or manipulate electronic communications and surveillance systems.",
"DG.Skills.Tooltip.stealth": "Avoid detection or hide objects and actions from view.",
"DG.Skills.Tooltip.surgery": "Perform invasive procedures to save lives or repair critical injuries.",
"DG.Skills.Tooltip.survival": "Track, hunt, and stay alive in the wilderness by finding food, shelter, and signs of danger.",
"DG.Skills.Tooltip.swim": "Survive in water under duress—rescue others, escape, or endure hazards.",
"DG.Skills.Tooltip.unarmed_combat": "Subdue or injure opponents using fists, grapples, kicks, and other hand-to-hand techniques.",
"DG.Skills.Tooltip.unnatural": "Recognize, research, or recall truths about entities and forces beyond human understanding.",
"DG.Skills.AddTypedOrCustomSkill": "Add Typed/Custom Skill",
"DG.Skills.AddSkill": "Add Skill",
"DG.Skills.Apply": "Apply",
"DG.Skills.ApplySkillImprovements.Title": "Apply Skill Improvements",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Improved the following skills by {formula}:",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Improve skills by the following formula: {formula}",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Effects the following skills: {skillList}",
"DG.Skills.ApplySkillImprovements.Warning": "No failed skills to improve.",
"DG.Skills.EditTypedOrCustomSkill": "Edit Typed or Custom Skill",
"DG.Skills.EditSkill": "Edit Skill",
"DG.Skills.SkillGroup": "Skill Group",
"DG.Skills.SkillName": "Skill Name",
"DG.TypeSkills.Art": "Art",
"DG.TypeSkills.Craft": "Craft",
"DG.TypeSkills.ForeignLanguage": "Foreign Language",
"DG.TypeSkills.MilitaryScience": "Military Science",
"DG.TypeSkills.Pilot": "Pilot",
"DG.TypeSkills.Science": "Science",
"DG.TypeSkills.Other": "Other",
"DG.TypeSkills.Tooltip.Art": "Create or appraise artistic works, and spot forgeries in a given field.",
"DG.TypeSkills.Tooltip.Craft": "Build, fix, or sabotage specialized tools or systems like engines, locks, or wiring.",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Speak, read, and understand a specific language.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Interpret battlefield conditions, tactics, or military behavior in land, sea, or air combat.",
"DG.TypeSkills.Tooltip.Pilot": "Control and navigate air, sea, or space vehicles in critical situations or conditions.",
"DG.TypeSkills.Tooltip.Science": "Apply specialized scientific knowledge to interpret or investigate the physical world.",
"DG.TypeSkills.Tooltip.Other": "Other",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Add Special Training",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Custom/Typed Skills",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Skills",
"DG.SpecialTraining.Dialog.DropDown.Statistics": "Statistics",
"DG.SpecialTraining.Dialog.EditSpecialTraining": "Edit Special Training",
"DG.SpecialTraining.Dialog.NameLabel": "Name",
"DG.SpecialTraining.Dialog.SkillLabel": "Skill or Stat",
"DG.SpecialTraining.Dialog.Title": "Create/Edit Special Training",
"DG.Attributes.HP": "HP",
"DG.Attributes.WP": "WP",
"DG.Attributes.SAN": "SAN",
"DG.Attributes.str": "STR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DEX",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POW",
"DG.Attributes.cha": "CHA",
"DG.Attributes.Tooltip.HP": "Hit Points (HP) indicate physical health, a character becomes unconsious at 2 HP, and dies at 0 HP.",
"DG.Attributes.Tooltip.WP": "Willpower Points (WP) indicate mental fortitude and drive. Agents require Willpower Points to keep going despite exhaustion or mentally taxing situations. See Page 47 of the Agent's Handbook for more detail.",
"DG.Attributes.Tooltip.SAN": "Sanity Points (SAN) indicate a connection with humanity and reality as most people perceive it. Click to roll a SAN test",
"DG.Attributes.Tooltip.str": "See Page 19 of the Agent's Handbook - Strength",
"DG.Attributes.Tooltip.con": "See Page 19 of the Agent's Handbook - Constitution",
"DG.Attributes.Tooltip.dex": "See Page 19 of the Agent's Handbook - Dexterity",
"DG.Attributes.Tooltip.int": "See Page 19 of the Agent's Handbook - Intelligence",
"DG.Attributes.Tooltip.pow": "See Page 19 of the Agent's Handbook - Power",
"DG.Attributes.Tooltip.cha": "See Page 19 of the Agent's Handbook - Charisma",
"DG.Navigation.Agent.skills": "Skills",
"DG.Navigation.Agent.physical": "Statistics",
"DG.Navigation.Agent.motivations": "Psychological",
"DG.Navigation.Agent.gear": "Equipment",
"DG.Navigation.Agent.bio": "Personal",
"DG.Navigation.Agent.bonds": "Bonds",
"DG.Navigation.NPC.skills": "Skills & Training",
"DG.Navigation.NPC.gear": "Attacks & Abilities",
"DG.Navigation.Vehicle.gear": "Gear",
"DG.Navigation.Vehicle.notes": "Notes",
"DG.About.Changelog": "CHANGELOG (ONLINE)",
"DG.About.Copyright": "Published by Arc Dream Publishing by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is a trademark and copyright owned by the Delta Green Partnership, who has licensed its use here.",
"DG.About.License": "The contents of this system are licensed per the terms of the included license file, excepting those elements that are components of the Delta Green intellectual property.",
"DG.About.OnlineHelp": "System Documentation on (ONLINE)",
"DG.About.OnlineHelpTooltip": "Launch browser with online GitHub help.",
"DG.About.OnlineBugTracker": "Questions, Bug Reports or Feature Requests (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Launch browser with GitHub issue tracker.",
"DG.Roll.Rolling": "Rolling",
"DG.Roll.Target": "Target: ",
"DG.Roll.Success": "Success",
"DG.Roll.Failure": "Failure",
"DG.Roll.CriticalSuccess": "Critical Success!",
"DG.Roll.CriticalFailure": "Critical Failure!",
"DG.Roll.Lethality": "Lethality",
"DG.Roll.Lethal": "Lethal",
"DG.Roll.For": "For",
"DG.Roll.Damage": "Damage",
"DG.Roll.RollingDamageFor": "Rolling DAMAGE for",
"DG.Roll.Or": "Or",
"DG.Roll.Roll": "Roll",
"DG.Physical.Wounds": "Wounds",
"DG.Physical.FirstAidLabel": "First Aid Has Already Been Attempted: ",
"DG.Physical.Exhausted": "Exhausted:",
"DG.Physical.ExhaustionPenalty": "Penalty:",
"DG.Generic.AddButtonLabel": "Add",
"DG.Mental.BreakingPoint": "Breaking Point: ",
"DG.Mental.Tooltip.BreakingPoint": "The Breaking Point is the exact point of SAN at which your Agent has been worn down enough by trauma to develop a new, long-term mental disorder. If SAN reaches that point or below, subtract your Agent’s POW from the new SAN. That’s your Agent’s new Breaking Point.",
"DG.Mental.Reset": "Reset",
"DG.Mental.SanityLossIncidentsLabel": "Incidents of SAN Loss Without Going Insane",
"DG.Mental.Violence": "Violence",
"DG.Mental.Helplessness": "Helplessness",
"DG.Mental.AdaptedToViolence": "Adapted to Violence",
"DG.Mental.AdaptedToHelplessness": "Adapted to Helplessness",
"DG.Mental.Motivations": "Motivation",
"DG.Mental.Disorders": "Disorder",
"DG.Gear.WeaponTypes.Firearms": "Firearms",
"DG.Gear.WeaponTypes.Melee": "Melee",
"DG.Gear.Weapons": "WEAPONS",
"DG.Gear.Armor": "ARMOR",
"DG.Gear.OtherGear": "OTHER GEAR",
"DG.Gear.Name": "Name",
"DG.Gear.DamageOrLethality": "Damage/Lethality",
"DG.Gear.ArmorPiercing": "Armor Piercing",
"DG.Gear.ArmorRating": "Armor Rating",
"DG.Gear.Equipped": "Equipped",
"DG.CV.Sex": "Sex",
"DG.CV.SexPlaceholder": "Sex",
"DG.CV.AgeAndDoB": "Age and D.O.B.",
"DG.CV.AgeAndDoBPlaceholder": "Age & Date of Birth",
"DG.CV.Employer": "Employer",
"DG.CV.EmployerPlaceholder": "Employer or Work History",
"DG.CV.Nationality": "Nationality",
"DG.CV.NationalityPlaceholder": "Nationality",
"DG.CV.Education": "Education",
"DG.CV.EducationPlaceholder": "Education or Training",
"DG.Bonds.Bond": "Bond",
"DG.Bonds.Name": "Name",
"DG.Bonds.Score": "Score",
"DG.Bonds.NewBond": "New Bond",
"DG.Tooltip.MaximumHP": "Maximum health is the average of STR + CON, rounded UP.",
"DG.Tooltip.MaximumWP": "Maximum WP is equal to POW.",
"DG.Tooltip.CurrentSanityPartOne": "Current sanity, current breaking point is ",
"DG.Tooltip.CurrentSanityPartTwo": ", click the SAN label above to roll a sanity check.",
"DG.Tooltip.MaximumSanity": "Maximum sanity is equal to 99 - the Unnatural skill.",
"DG.Tooltip.SkillLabel": "Click to roll a skill check.",
"DG.Tooltip.CannotRollSkillLabel": "A skill at 0% cannot be used. See page 28 of the Agent's Handbook.",
"DG.Tooltip.SkillFailCheckbox": "After failing a test on this skill (if proficiency is at least 1%), check this box. At the end of the session, add 1D4 percentage points to the skill and uncheck the box. Does not apply to the Unnatural or Ritual skill. See Page 29 of the Agent's Handbook.",
"DG.Tooltip.DistinguishingFeature": "Distinguishing Feature (fill out if score is 13 or higher, or 8 or lower).",
"DG.Tooltip.x5AttributeLabel": "Click to roll a x5 check.",
"DG.Tooltip.FirstAidAttempted": "Once an agent receives first aid, they cannot benefit from it again until they receive further damage from a different source.",
"DG.Tooltip.AdaptedToViolence": "Being adapted to violence means your Agent’s empathy suffers as they come to view violence as nothing but another tool to be wielded. Agent permanently loses 1D6 CHA and the same amount from each of their Bonds.",
"DG.Tooltip.AdaptedToHelplessness": "Being adapted to helplessness means your Agent’s personal drive suffers as they pull back from the world around them. As soon as your Agent becomes adapted to helplessness, agent permanently loses 1D6 POW.",
"DG.Tooltip.ToggleEquippedState": "Click to toggle whether this item is equipped or not.",
"DG.Tooltip.Exhaustion": "An Agent who works too long or faces extreme danger and injury without resting becomes exhausted. When this comes into play is up to the Handler, but a good rule of thumb is that going a night without sleep or refusing to rest after losing SAN or Hit Points leads to exhaustion.",
"DG.Gear.Expense.NA": "N/A or None",
"DG.Gear.Expense.Incidental": "Incidental",
"DG.Gear.Expense.Standard": "Standard",
"DG.Gear.Expense.Unusual": "Unusual",
"DG.Gear.Expense.Major": "Major",
"DG.Gear.Expense.Extreme": "Extreme",
"DG.ItemWindow.Bonds.Description": "Description/Developments",
"DG.ItemWindow.Bonds.ScoreTooltip": "A higher score represents a stronger relationship between the agent and the bond.",
"DG.ItemWindow.Motivations.Attributes": "Attributes",
"DG.ItemWindow.Motivations.Motivation": "Motivation",
"DG.ItemWindow.Motivations.Description": "Description/Notes",
"DG.ItemWindow.Motivations.Disorder": "Disorder",
"DG.ItemWindow.Motivations.IsDisorder": "Is Disorder",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Something that drives the character.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "A disorder replaces a motivation after hitting a break point.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Check this if adding a disorder, or if an existing motivation has been lost due to gaining a disorder.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Disorder Has Been \"Cured\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "A critical success on a therapy luck roll can 'cure' a disorder. It may return the next time a breaking point is hit however. See Pages 78-79 of the Agent's Handbook - Therapy.",
"DG.ItemWindow.Gear.Attributes": "Attributes",
"DG.ItemWindow.Gear.Description": "Description",
"DG.ItemWindow.Gear.NamePlaceholder": "Name",
"DG.ItemWindow.Gear.Expense": "Expense",
"DG.ItemWindow.Gear.Equipped": "Equipped",
"DG.ItemWindow.Armor.Description": "Description",
"DG.ItemWindow.Armor.NamePlaceholder": "Name",
"DG.ItemWindow.Armor.ArmorRating": "Armor Rating",
"DG.ItemWindow.Armor.Expense": "Expense",
"DG.ItemWindow.Armor.Equipped": "Equipped",
"DG.ItemWindow.Weapons.Description": "Description",
"DG.ItemWindow.Weapons.NamePlaceholder": "Name",
"DG.ItemWindow.Weapons.Skill": "Skill",
"DG.ItemWindow.Weapons.Expense": "Expense",
"DG.ItemWindow.Weapons.Damage": "Damage",
"DG.ItemWindow.Weapons.Lethality": "Lethality",
"DG.ItemWindow.Weapons.IsLethality": "Is Lethal",
"DG.ItemWindow.Weapons.LethalityTooltip": "A lethal weapon has a chance to instantly kill a target. Roll a D100 instead of damage die. If it is not lethal, damage is dealt instead as if the result was a 2d10 roll, with a '00' on the first d10 equaling a 10.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Check this if the weapon has a lethality % associated with it.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Armor Piercing",
"DG.ItemWindow.Weapons.Ammo": "Ammo (Amount/Type)",
"DG.ItemWindow.Weapons.Range": "Range",
"DG.ItemWindow.Weapons.KillRadius": "Kill Radius",
"DG.ModifySkillRollDialogue.Title": "Modify Roll",
"DG.ModifySkillRollDialogue.Test": "Test:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Original Target:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modify Target:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Give a positive or negative modifier here to add/subtract from the target for the skill check.",
"DG.ModifyDamageRollDialogue.Weapon": "Weapon:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Use this field to modify the outer part of the formula, such as to double the result.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Use this field to add a flat modifier such as '+1' or another dice term such as '+1d4'.",
"DG.Roll.Inhuman": "Inhuman",
"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP.",
"DG.Skills.ritual": "Ritual",
"DG.RollMode": "Roll Mode",
"DG.Bonds.Relationship": "Relationship",
"DG.TypeSkills.Subskills.Painting": "Painting",
"DG.Sheet.BlockHeaders.Attributes": "ATTRIBUTES",
"DG.Sheet.BlockHeaders.Statistics": "STATISTICS",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "PHYSICAL DESCRIPTION / NOTES",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "SKILLS AND TRAINING",
"DG.Sheet.BlockHeaders.Injuries": "INJURIES",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BREAKING POINT AND ADAPTATIONS",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONS AND DISORDERS",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSONAL INFORMATION / CV",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "BONDS / RELATIONSHIPS / CONTACTS",
"DG.AgentSheet.ProfessionPlaceholder": "PROFESSION (RANK IF APPLICABLE)",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Hide Untrained",
"DG.UnnaturalSheet.NotesLabel": "Notes",
"DG.UnnaturalSheet.ShortDescriptionPlaceholder": "Description of creature or creature type",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Show Untrained",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Skills & Notes",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Attacks & Abilities",
"DG.NPCSheet.BreakPointAbbreviation": "BP",
"DG.ImpossibleLanscapes.IHaveSeenThe": "I HAVE SEEN THE",
"DG.ImpossibleLanscapes.YellowSign": "YELLOW SIGN",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "Gift",
"DG.ImpossibleLanscapes.Insight": "Insight",
"DG.VehicleSheet.NotesTabName": "Notes",
"DG.VehicleSheet.GearTabName": "Gear",
"DG.VehicleSheet.NotesLabel": "NOTES",
"DG.VehicleSheet.DescriptionPlaceHolder": "Vehicle Description",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Check a damaged Bond's box until the next Home Scene ends.",
"DG.Generic.ClearAll": "Clear Checks",
"DG.Generic.SanDamage": "SAN Damage",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Target",
"DG.ItemWindow.Weapons.SkillModifier": "Skill Modifier",
"DG.ItemWindow.Custom": "Custom",
"DG.Sheet.class.item": "Item Sheet",
"DG.Sheet.class.agent": "Agent Sheet",
"DG.Sheet.class.npc": "NPC Sheet",
"DG.Sheet.class.unnatural": "Unnatural Sheet",
"DG.Sheet.class.vehicle": "Vehicle Sheet",
"TYPES.Actor.agent": "Agent",
"TYPES.Actor.npc": "NPC",
"TYPES.Actor.unnatural": "Unnatural",
"TYPES.Actor.vehicle": "Vehicle",
"TYPES.Item.armor": "Armor",
"TYPES.Item.bond": "Bond",
"TYPES.Item.gear": "Gear",
"TYPES.Item.motivation": "Motivation",
"TYPES.Item.weapon": "Weapon",
"TYPES.Item.tome": "Tome",
"TYPES.Item.ritual": "Ritual",
"DG.Gear.Tomes": "TOMES",
"DG.Gear.Rituals": "RITUALS",
"DG.Tomes.Name": "Name",
"DG.Ritual.Name": "Name",
"DG.Tome.Name": "Name",
"DG.Tome.Language": "Language",
"DG.Tome.StudyTime": "Study Time",
"DG.ItemWindow.Tome.Description": "Description",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Language",
"DG.ItemWindow.Tome.StudyTime": "Study Time",
"DG.ItemWindow.Tome.OccultIncrease": "Occult Skill Increase",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Unnatural Skill Increase",
"DG.ItemWindow.Tome.StudySanityDamage": "Study Sanity Damage",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Handler Only",
"DG.ItemWindow.Tome.HandlerNotes": "Handler Notes",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Activation SAN Damage",
"DG.ItemWindow.Ritual.ActivationTime": "Activation Time",
"DG.ItemWindow.Ritual.ActivationCosts": "Activation Costs",
"DG.ItemWindow.Ritual.StudyTime": "Study Time",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
"DG.MissionPaused": "Mission Paused",
"DG.Settings.charactersheet.name": "Character Sheet Style",
"DG.Settings.charactersheet.hint": "Choose how actor sheets should be styled. 'Program' is a more modern government style, where 'Cowboy/Outlaw' is an older, grittier looking typewriter style.",
"DG.Settings.charactersheet.cowboys": "The Cowboys",
"DG.Settings.charactersheet.outlaws": "The Outlaws",
"DG.Settings.charactersheet.program": "The Program",
"DG.Settings.sortskills.name": "Sort Skills By Column?",
"DG.Settings.sortskills.hint": "Checked sorts by column. Unchecked sorts by row.",
"DG.Settings.hideSkillTooltips.name": "Hide Skill Tooltips",
"DG.Settings.hideSkillTooltips.hint": "Do not display skill tooltips in Agent sheets.",
"DG.Settings.keepSanityPrivate.name": "Keep Sanity Private",
"DG.Settings.keepSanityPrivate.hint": "Hide sanity from players in both Agent sheets and rolls.",
"DG.Settings.skillImprovementFormula.name": "Default Skill Improvement Roll",
"DG.Settings.skillImprovementFormula.hint": " Default 1d4. There have been multiple errata on this, choose which fits best for the pace of your game.",
"DG.Settings.skillImprovementFormula.1": "Flat +1%",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Show Hypergeometry Section",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Always show Hypergeometry item section (i.e., Rituals and Tomes) on Agent sheets, even if the Agent has no items of those types.",
"DG.Settings.showImpossibleLandscapesContent.name": "Show Impossible Landscapes Content",
"DG.Settings.showImpossibleLandscapesContent.hint": "Show Impossible Landscapes-specific fields in Agent sheets. These fields are only ever visible to the Handler, even if this setting is checked.",
"DG.Settings.skillFailure.name": "Auto-mark Skill Failure",
"DG.Settings.skillFailure.hint": "Activate this setting to always mark a failure checkbox upon failing a skill. The Handler can undo the action from the chat message for the roll.",
"DG.Settings.Saved": "The current settings have been saved.",
"DG.SettingsMenu.automation.name": "Automation Menu",
"DG.SettingsMenu.automation.label": "Automation Menu",
"DG.SettingsMenu.automation.title": "Automation Settings",
"DG.SettingsMenu.handler.name": "Handler Settings",
"DG.SettingsMenu.handler.label": "Handler Settings",
"DG.SettingsMenu.handler.title": "Handler-only Settings",
"DG.Messages.Skillsmark.Marked": "This skill is marked",
"DG.Messages.Skillsmark.Tooltip": "See p. 29 Agent's Handbook"
}