414 lines
23 KiB
JSON
414 lines
23 KiB
JSON
{
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"DG.SystemName": "Delta Green",
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"DG.AgentNameFieldTooltip": "LAST NAME, FIRST NAME (AND ALIAS IF APPLICABLE)",
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"DG.RollLuck": "Roll Luck",
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"DG.Luck": "Luck",
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"DG.FallbackText.newItem": "New {type}",
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"DG.Skills.accounting": "Accounting",
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"DG.Skills.alertness": "Alertness",
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"DG.Skills.anthropology": "Anthropology",
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"DG.Skills.archeology": "Archeology",
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"DG.Skills.artillery": "Artillery",
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"DG.Skills.athletics": "Athletics",
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"DG.Skills.bureaucracy": "Bureaucracy",
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"DG.Skills.computer_science": "Computer Science",
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"DG.Skills.criminology": "Criminology",
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"DG.Skills.demolitions": "Demolitions",
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"DG.Skills.disguise": "Disguise",
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"DG.Skills.dodge": "Dodge",
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"DG.Skills.drive": "Drive",
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"DG.Skills.firearms": "Firearms",
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"DG.Skills.first_aid": "First Aid",
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"DG.Skills.forensics": "Forensics",
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"DG.Skills.heavy_machiner": "Heavy Machinery",
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"DG.Skills.heavy_weapons": "Heavy Weapons",
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"DG.Skills.history": "History",
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"DG.Skills.humint": "HUMINT",
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"DG.Skills.law": "Law",
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"DG.Skills.medicine": "Medicine",
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"DG.Skills.melee_weapons": "Melee Weapons",
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"DG.Skills.navigate": "Navigate",
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"DG.Skills.occult": "Occult",
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"DG.Skills.persuade": "Persuade",
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"DG.Skills.pharmacy": "Pharmacy",
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"DG.Skills.psychotherapy": "Psychotherapy",
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"DG.Skills.ride": "Ride",
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"DG.Skills.search": "Search",
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"DG.Skills.sigint": "SIGINT",
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"DG.Skills.stealth": "Stealth",
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"DG.Skills.surgery": "Surgery",
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"DG.Skills.survival": "Survival",
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"DG.Skills.swim": "Swim",
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"DG.Skills.unarmed_combat": "Unarmed Combat",
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"DG.Skills.unnatural": "Unnatural",
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"DG.Skills.flight": "Flight",
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"DG.Skills.Tooltip.accounting": "See Page 30 of the Agent's Handbook - Accounting",
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"DG.Skills.Tooltip.alertness": "See Page 30 of the Agent's Handbook - Alertness",
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"DG.Skills.Tooltip.anthropology": "See Page 30 of the Agent's Handbook - Anthropology",
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"DG.Skills.Tooltip.archeology": "See Page 30 of the Agent's Handbook - Archeology",
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"DG.Skills.Tooltip.artillery": "See Page 31 of the Agent's Handbook - Artillery",
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"DG.Skills.Tooltip.athletics": "See Page 31 of the Agent's Handbook - Athletics",
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"DG.Skills.Tooltip.bureaucracy": "See Page 32 of the Agent's Handbook - Bureaucracy",
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"DG.Skills.Tooltip.computer_science": "See Page 32 of the Agent's Handbook - Computer Science",
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"DG.Skills.Tooltip.criminology": "See Page 32 of the Agent's Handbook - Criminology",
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"DG.Skills.Tooltip.demolitions": "See Page 32 of the Agent's Handbook - Demolitions",
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"DG.Skills.Tooltip.disguise": "See Page 32 of the Agent's Handbook - Disguise",
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"DG.Skills.Tooltip.dodge": "See Page 32 of the Agent's Handbook - Dodge",
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"DG.Skills.Tooltip.drive": "See Page 32 of the Agent's Handbook - Drive",
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"DG.Skills.Tooltip.firearms": "See Page 32 of the Agent's Handbook - Firearms",
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"DG.Skills.Tooltip.first_aid": "See Page 32 of the Agent's Handbook - First Aid",
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"DG.Skills.Tooltip.forensics": "See Page 33 of the Agent's Handbook - Forensics",
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"DG.Skills.Tooltip.heavy_machiner": "See Page 33 of the Agent's Handbook - Heavy Machinery",
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"DG.Skills.Tooltip.heavy_weapons": "See Page 33 of the Agent's Handbook - Heavy Weapons",
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"DG.Skills.Tooltip.history": "See Page 33 of the Agent's Handbook - History",
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"DG.Skills.Tooltip.humint": "See Page 33 of the Agent's Handbook - HUMINT",
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"DG.Skills.Tooltip.law": "See Page 33 of the Agent's Handbook - Law",
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"DG.Skills.Tooltip.medicine": "See Page 33 of the Agent's Handbook - Medicine",
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"DG.Skills.Tooltip.melee_weapons": "See Page 34 of the Agent's Handbook - Melee Weapons",
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"DG.Skills.Tooltip.navigate": "See Page 34 of the Agent's Handbook - Navigate",
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"DG.Skills.Tooltip.occult": "See Page 34 of the Agent's Handbook - Occult",
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"DG.Skills.Tooltip.persuade": "See Page 34 of the Agent's Handbook - Persuade",
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"DG.Skills.Tooltip.pharmacy": "See Page 34 of the Agent's Handbook - Pharmacy",
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"DG.Skills.Tooltip.psychotherapy": "See Page 34 of the Agent's Handbook - Psychotherapy",
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"DG.Skills.Tooltip.ride": "See Page 34 of the Agent's Handbook - Ride",
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"DG.Skills.Tooltip.search": "See Page 35 of the Agent's Handbook - Search",
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"DG.Skills.Tooltip.sigint": "See Page 35 of the Agent's Handbook - SIGINT",
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"DG.Skills.Tooltip.stealth": "See Page 35 of the Agent's Handbook - Stealth",
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"DG.Skills.Tooltip.surgery": "See Page 35 of the Agent's Handbook - Surgery",
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"DG.Skills.Tooltip.survival": "See Page 35 of the Agent's Handbook - Survival",
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"DG.Skills.Tooltip.swim": "See Page 35 of the Agent's Handbook - Swim",
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"DG.Skills.Tooltip.unarmed_combat": "See Page 35 of the Agent's Handbook - Unarmed Combat",
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"DG.Skills.Tooltip.unnatural": "See Page 35 of the Agent's Handbook - Unnatural",
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"DG.Skills.AddTypedOrCustomSkill": "Add Typed/Custom Skill",
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"DG.Skills.AddSkill": "Add Skill",
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"DG.Skills.Apply": "Apply",
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"DG.Skills.ApplySkillImprovements.Title": "Apply Skill Improvements",
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"DG.Skills.ApplySkillImprovements.ChatFlavor": "Improved the following skills by <b>{formula}</b>:",
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"DG.Skills.ApplySkillImprovements.DialogLabel": "Improve skills by the following formula: <b>{formula}</b>",
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"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Effects the following skills: <b>{skillList}</b>",
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"DG.Skills.ApplySkillImprovements.Warning": "No failed skills to improve.",
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"DG.Skills.EditTypedOrCustomSkill": "Edit Typed or Custom Skill",
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"DG.Skills.EditSkill": "Edit Skill",
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"DG.Skills.SkillGroup": "Skill Group",
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"DG.Skills.SkillName": "Skill Name",
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"DG.TypeSkills.Art": "Art",
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"DG.TypeSkills.Craft": "Craft",
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"DG.TypeSkills.ForeignLanguage": "Foreign Language",
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"DG.TypeSkills.MilitaryScience": "Military Science",
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"DG.TypeSkills.Pilot": "Pilot",
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"DG.TypeSkills.Science": "Science",
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"DG.TypeSkills.Other": "Other",
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"DG.TypeSkills.Tooltip.Art": "See Page 30 of the Agent's Handbook - Art",
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"DG.TypeSkills.Tooltip.Craft": "See Page 32 of the Agent's Handbook - Craft",
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"DG.TypeSkills.Tooltip.ForeignLanguage": "See Page 33 of the Agent's Handbook - Foreign Language",
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"DG.TypeSkills.Tooltip.MilitaryScience": "See Page 34 of the Agent's Handbook - Military Science",
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"DG.TypeSkills.Tooltip.Pilot": "See Page 34 of the Agent's Handbook - Pilot",
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"DG.TypeSkills.Tooltip.Science": "See Page 34 of the Agent's Handbook - Science",
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"DG.TypeSkills.Tooltip.Other": "Other",
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"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Add Special Training",
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"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Custom/Typed Skills",
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"DG.SpecialTraining.Dialog.DropDown.Skills": "Skills",
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"DG.SpecialTraining.Dialog.DropDown.Statistics": "Statistics",
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"DG.SpecialTraining.Dialog.EditSpecialTraining": "Edit Special Training",
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"DG.SpecialTraining.Dialog.NameLabel": "Name",
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"DG.SpecialTraining.Dialog.SkillLabel": "Skill or Stat",
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"DG.SpecialTraining.Dialog.Title": "Create/Edit Special Training",
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"DG.Attributes.HP": "HP",
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"DG.Attributes.WP": "WP",
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"DG.Attributes.SAN": "SAN",
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"DG.Attributes.str": "STR",
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"DG.Attributes.con": "CON",
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"DG.Attributes.dex": "DEX",
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"DG.Attributes.int": "INT",
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"DG.Attributes.pow": "POW",
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"DG.Attributes.cha": "CHA",
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"DG.Attributes.Tooltip.HP": "Hit Points (HP) indicate physical health, a character becomes unconsious at 2 HP, and dies at 0 HP.",
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"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.",
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"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",
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"DG.Attributes.Tooltip.str": "See Page 19 of the Agent's Handbook - Strength",
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"DG.Attributes.Tooltip.con": "See Page 19 of the Agent's Handbook - Constitution",
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"DG.Attributes.Tooltip.dex": "See Page 19 of the Agent's Handbook - Dexterity",
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"DG.Attributes.Tooltip.int": "See Page 19 of the Agent's Handbook - Intelligence",
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"DG.Attributes.Tooltip.pow": "See Page 19 of the Agent's Handbook - Power",
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"DG.Attributes.Tooltip.cha": "See Page 19 of the Agent's Handbook - Charisma",
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"DG.Navigation.Agent.skills": "Skills",
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"DG.Navigation.Agent.physical": "Statistics",
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"DG.Navigation.Agent.motivations": "Psychological",
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"DG.Navigation.Agent.gear": "Equipment",
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"DG.Navigation.Agent.bio": "Personal",
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"DG.Navigation.Agent.bonds": "Bonds",
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"DG.Navigation.NPC.skills": "Skills & Training",
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"DG.Navigation.NPC.gear": "Attacks & Abilities",
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"DG.Navigation.Vehicle.gear": "Gear",
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"DG.Navigation.Vehicle.notes": "Notes",
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"DG.About.Changelog": "CHANGELOG (ONLINE)",
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"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.",
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"DG.About.License": "The contents of this system are licensed per the terms of the included <a href=\"systems/deltagreen/LICENSE.txt\">license</a> file, excepting those elements that are components of the Delta Green intellectual property.",
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"DG.About.OnlineHelp": "System Documentation on (ONLINE)",
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"DG.About.OnlineHelpTooltip": "Launch browser with online GitHub help.",
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"DG.About.OnlineBugTracker": "Questions, Bug Reports or Feature Requests (ONLINE)",
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"DG.About.OnlineBugTrackerTooltip": "Launch browser with GitHub issue tracker.",
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"DG.Roll.Rolling": "Rolling",
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"DG.Roll.Target": "Target: ",
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"DG.Roll.Success": "Success",
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"DG.Roll.Failure": "Failure",
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"DG.Roll.CriticalSuccess": "Critical Success!",
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"DG.Roll.CriticalFailure": "Critical Failure!",
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"DG.Roll.Lethality": "Lethality",
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"DG.Roll.Lethal": "Lethal",
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"DG.Roll.For": "For",
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"DG.Roll.Damage": "Damage",
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"DG.Roll.RollingDamageFor": "Rolling DAMAGE for",
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"DG.Roll.Or": "Or",
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"DG.Roll.Roll": "Roll",
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"DG.Physical.Wounds": "Wounds",
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"DG.Physical.FirstAidLabel": "First Aid Has Already Been Attempted: ",
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"DG.Physical.Exhausted": "Exhausted:",
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"DG.Physical.ExhaustionPenalty": "Penalty:",
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"DG.Generic.AddButtonLabel": "Add",
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"DG.Mental.BreakingPoint": "Breaking Point: ",
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"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.",
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"DG.Mental.Reset": "Reset",
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"DG.Mental.SanityLossIncidentsLabel": "Incidents of SAN Loss Without Going Insane",
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"DG.Mental.Violence": "Violence",
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"DG.Mental.Helplessness": "Helplessness",
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"DG.Mental.AdaptedToViolence": "Adapted to Violence",
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"DG.Mental.AdaptedToHelplessness": "Adapted to Helplessness",
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"DG.Mental.Motivations": "Motivation",
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"DG.Mental.Disorders": "Disorder",
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"DG.Gear.Weapons": "WEAPONS",
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"DG.Gear.Armor": "ARMOR",
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"DG.Gear.OtherGear": "OTHER GEAR",
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"DG.Gear.Name": "Name",
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"DG.Gear.DamageOrLethality": "Damage/Lethality",
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"DG.Gear.ArmorPiercing": "Armor Piercing",
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"DG.Gear.ArmorRating": "Armor Rating",
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"DG.Gear.Equipped": "Equipped",
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"DG.CV.Sex": "Sex",
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"DG.CV.SexPlaceholder": "Sex",
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"DG.CV.AgeAndDoB": "Age and D.O.B.",
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"DG.CV.AgeAndDoBPlaceholder": "Age & Date of Birth",
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"DG.CV.Employer": "Employer",
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"DG.CV.EmployerPlaceholder": "Employer or Work History",
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"DG.CV.Nationality": "Nationality",
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"DG.CV.NationalityPlaceholder": "Nationality",
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"DG.CV.Education": "Education",
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"DG.CV.EducationPlaceholder": "Education or Training",
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"DG.Bonds.Bond": "Bond",
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"DG.Bonds.Name": "Name",
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"DG.Bonds.Score": "Score",
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"DG.Bonds.NewBond": "New Bond",
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"DG.Tooltip.MaximumHP": "Maximum health is the average of STR + CON, rounded UP.",
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"DG.Tooltip.MaximumWP": "Maximum WP is equal to POW.",
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"DG.Tooltip.CurrentSanityPartOne": "Current sanity, current breaking point is ",
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"DG.Tooltip.CurrentSanityPartTwo": ", click the SAN label above to roll a sanity check.",
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"DG.Tooltip.MaximumSanity": "Maximum sanity is equal to 99 - the Unnatural skill.",
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"DG.Tooltip.SkillLabel": "Click to roll a skill check.",
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"DG.Tooltip.CannotRollSkillLabel": "A skill at 0% cannot be used. See page 28 of the Agent's Handbook.",
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"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.",
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"DG.Tooltip.DistinguishingFeature": "Distinguishing Feature (fill out if score is 13 or higher, or 8 or lower).",
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"DG.Tooltip.x5AttributeLabel": "Click to roll a x5 check.",
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"DG.Tooltip.FirstAidAttempted": "Once an agent receives first aid, they cannot benefit from it again until they receive further damage from a different source.",
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"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.",
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"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.",
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"DG.Tooltip.ToggleEquippedState": "Click to toggle whether this item is equipped or not.",
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"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.",
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"DG.Gear.Expense.NA": "N/A or None",
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"DG.Gear.Expense.Incidental": "Incidental",
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"DG.Gear.Expense.Standard": "Standard",
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"DG.Gear.Expense.Unusual": "Unusual",
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"DG.Gear.Expense.Major": "Major",
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"DG.Gear.Expense.Extreme": "Extreme",
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"DG.ItemWindow.Bonds.Description": "Description/Developments",
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"DG.ItemWindow.Bonds.ScoreTooltip": "A higher score represents a stronger relationship between the agent and the bond.",
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"DG.ItemWindow.Motivations.Attributes": "Attributes",
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"DG.ItemWindow.Motivations.Motivation": "Motivation",
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"DG.ItemWindow.Motivations.Description": "Description/Notes",
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"DG.ItemWindow.Motivations.Disorder": "Disorder",
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"DG.ItemWindow.Motivations.IsDisorder": "Is Disorder",
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"DG.ItemWindow.Motivations.MotivationNameTooltip": "Something that drives the character.",
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"DG.ItemWindow.Motivations.DisorderNameTooltip": "A disorder replaces a motivation after hitting a break point.",
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"DG.ItemWindow.Motivations.IsDisorderTooltip": "Check this if adding a disorder, or if an existing motivation has been lost due to gaining a disorder.",
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"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Disorder Has Been \"Cured\"",
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"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.",
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"DG.ItemWindow.Gear.Attributes": "Attributes",
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"DG.ItemWindow.Gear.Description": "Description",
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"DG.ItemWindow.Gear.NamePlaceholder": "Name",
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"DG.ItemWindow.Gear.Expense": "Expense",
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"DG.ItemWindow.Gear.Equipped": "Equipped",
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"DG.ItemWindow.Armor.Description": "Description",
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"DG.ItemWindow.Armor.NamePlaceholder": "Name",
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"DG.ItemWindow.Armor.ArmorRating": "Armor Rating",
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"DG.ItemWindow.Armor.Expense": "Expense",
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"DG.ItemWindow.Armor.Equipped": "Equipped",
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"DG.ItemWindow.Weapons.Description": "Description",
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"DG.ItemWindow.Weapons.NamePlaceholder": "Name",
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"DG.ItemWindow.Weapons.Skill": "Skill",
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"DG.ItemWindow.Weapons.Expense": "Expense",
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"DG.ItemWindow.Weapons.Damage": "Damage",
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"DG.ItemWindow.Weapons.Lethality": "Lethality",
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"DG.ItemWindow.Weapons.IsLethality": "Is Lethal",
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"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.",
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"DG.ItemWindow.Weapons.IsLethalityTooltip": "Check this if the weapon has a lethality % associated with it.",
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"DG.ItemWindow.Weapons.ArmorPiercing": "Armor Piercing",
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"DG.ItemWindow.Weapons.Ammo": "Ammo (Amount/Type)",
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"DG.ItemWindow.Weapons.Range": "Range",
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"DG.ItemWindow.Weapons.KillRadius": "Kill Radius",
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"DG.ModifySkillRollDialogue.Title": "Modify Roll",
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"DG.ModifySkillRollDialogue.Test": "Test:",
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"DG.ModifySkillRollDialogue.OriginalTarget": "Original Target:",
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"DG.ModifySkillRollDialogue.TargetModifier": "Modify Target:",
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"DG.ModifySkillRollDialogue.ModifierTooltip": "Give a positive or negative modifier here to add/subtract from the target for the skill check.",
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"DG.ModifyDamageRollDialogue.Weapon": "Weapon:",
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"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Use this field to modify the outer part of the formula, such as to double the result.",
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"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Use this field to add a flat modifier such as '+1' or another dice term such as '+1d4'.",
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"DG.Roll.Inhuman": "Inhuman",
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"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
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"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP.",
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"DG.Skills.ritual": "Ritual",
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"DG.RollMode": "Roll Mode",
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"DG.Bonds.Relationship": "Relationship",
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"DG.TypeSkills.Subskills.Painting": "Painting",
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"DG.Sheet.BlockHeaders.Attributes": "ATTRIBUTES",
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"DG.Sheet.BlockHeaders.Statistics": "STATISTICS",
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"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "PHYSICAL DESCRIPTION / NOTES",
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"DG.Sheet.BlockHeaders.SkillsAndTraining": "SKILLS AND TRAINING",
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"DG.Sheet.BlockHeaders.Injuries": "INJURIES",
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"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BREAKING POINT AND ADAPTATIONS",
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"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONS AND DISORDERS",
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"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSONAL INFORMATION / CV",
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"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "BONDS / RELATIONSHIPS / CONTACTS",
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"DG.AgentSheet.ProfessionPlaceholder": "PROFESSION (RANK IF APPLICABLE)",
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"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Hide Untrained",
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"DG.UnnaturalSheet.NotesLabel": "Notes",
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"DG.UnnaturalSheet.ShortDescriptionPlaceholder": "Description of creature or creature type",
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"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Show Untrained",
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"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",
|
||
|
||
"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.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": "Always Show Hypergeometry Section for Players",
|
||
"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.SettingsMenu.automation.name": "Automation Menu",
|
||
"DG.SettingsMenu.automation.label": "Automation Menu",
|
||
|
||
"DG.SettingsMenu.handler.name": "Handler Settings",
|
||
"DG.SettingsMenu.handler.label": "Handler Settings",
|
||
|
||
"DG.Messages.Skillsmark.Marked": "This skill is marked",
|
||
"DG.Messages.Skillsmark.Tooltip": "See p. 29 Agent's Handbook"
|
||
}
|