diff --git a/Call_of_Cthulhu_7th_Ed/translations/ja.json b/Call_of_Cthulhu_7th_Ed/translations/ja.json index bf5bebedff..e479769b45 100644 --- a/Call_of_Cthulhu_7th_Ed/translations/ja.json +++ b/Call_of_Cthulhu_7th_Ed/translations/ja.json @@ -221,7 +221,7 @@ "l_leg-u": "L.Leg", "abdmn-u": "Abdmn", "r_leg-u": "R.Leg", - "item-u": "Item", + "item-u": "アイテム", "defence-u": "Defence", "weapons-u": "武器", "combat-u": "戦闘", @@ -251,7 +251,7 @@ "Other Skill #10": "その他の技能#10", "spells-u": "呪文", "companions&mounts-u": "NPC", - "vehicles-u": "Vehicles", + "vehicles-u": "乗り物", "cap-u": "Capacity", "vehicleattack-u": "Vehicular Impact Attack", "operatorskill": "Operator's Skill", diff --git a/Court Of Blades/CourtOfBlades.css b/Court Of Blades/CourtOfBlades.css new file mode 100644 index 0000000000..3e18a51f3e --- /dev/null +++ b/Court Of Blades/CourtOfBlades.css @@ -0,0 +1,2383 @@ +@import url("https://fonts.googleapis.com/css2?family=EB+Garamond:ital,wght@0,500;0,700;1,500;1,700&display=swap"); /* || + Disables Roll20's styling where necessary +*/ +.charsheet .court-of-blades .page { + font-family: "EB Garamond", serif; + font-size: 12px; + line-height: 16px; + font-weight: 500; + color: black; + z-index: -13; + background: linear-gradient(to bottom, rgba(0, 0, 0, 0.2) 115px, transparent 115px), url("https://raw.githubusercontent.com/TTiatia/CourtOfBladesSheets/main/Astro/public/bg-web.png"); + background-repeat: repeat; +} +.charsheet .court-of-blades .page .hidden { + display: none; +} +.charsheet .court-of-blades .page *, +.charsheet .court-of-blades .page div { + box-sizing: border-box; +} +.charsheet .court-of-blades .page button { + padding: 2px; + font-size: 12px; + margin: 0px; + border: none; + color: black; +} +.charsheet .court-of-blades .page button.button-action, .charsheet .court-of-blades .page button.button-attr { + appearance: none; + text-shadow: none; + background: none; + box-shadow: none; +} +.charsheet .court-of-blades .page button.button-attr { + color: lightgray; +} +.charsheet .court-of-blades .page button[type=roll]::after, +.charsheet .court-of-blades .page button[type=roll]::before { + content: none; +} +.charsheet .court-of-blades .page .itemcontrol { + z-index: 2; +} +.charsheet .court-of-blades .page .itemcontrol .repcontrol_move { + z-index: 5; +} +.charsheet .court-of-blades .page .repblock .repcontainer { + display: block; +} +.charsheet .court-of-blades .page .repcol2 .repcontainer { + display: grid; + grid-template-columns: 1fr 1fr; + grid-auto-flow: row; +} +.charsheet .court-of-blades .page .repcol3 .repcontainer { + display: grid; + grid-template-columns: 1fr 1fr 1fr; + grid-auto-flow: row; +} +.charsheet .court-of-blades .page .repcontainer { + display: flex; +} +.charsheet .court-of-blades .page .repcontrol { + padding: 3px; +} +.charsheet .court-of-blades .page .item-list .repcontainer, +.charsheet .court-of-blades .page .contact-list .repcontainer, +.charsheet .court-of-blades .page .ability-list .repcontainer, +.charsheet .court-of-blades .page .xp-list .repcontainer { + flex-direction: column; +} +.charsheet .court-of-blades .page ul { + padding: 0; + margin: 2px; + list-style-type: none; +} +.charsheet .court-of-blades .page fieldset, +.charsheet .court-of-blades .page p, +.charsheet .court-of-blades .page select, +.charsheet .court-of-blades .page label, +.charsheet .court-of-blades .page textarea, +.charsheet .court-of-blades .page input { + height: auto; + width: 100%; + padding: 0; + margin: 0; + border-color: none; + border-style: none; + border-width: 0; + border: none; + border-radius: 0; + background: none; + border-image: none; + font-size: 12px; + line-height: 16px; + display: inline-block; + font-family: "EB Garamond", serif; + color: black; +} +.charsheet .court-of-blades .page p, +.charsheet .court-of-blades .page label { + width: auto; +} +.charsheet .court-of-blades .page img { + width: min-content; + max-width: min-content; +} +.charsheet .court-of-blades .page input:not([type=text]) { + appearance: none; + outline: none; +} +.charsheet .court-of-blades .page p { + margin: 2px; +} +.charsheet .court-of-blades .page textarea { + width: 100%; + height: 100%; + border: none; + resize: vertical; + color: black; +} +.charsheet .court-of-blades .page button.customsetting { + margin: 2px 0px; +} +.charsheet .court-of-blades .page .b { + font-weight: 700; +} +.charsheet .court-of-blades .page .i { + font-style: italic; +} +.charsheet .court-of-blades .page select.customsetting { + width: max-content; +} +.charsheet .court-of-blades .page input.customsetting { + width: 10em; +} +.charsheet .court-of-blades .page input.attribute-for-label { + display: inline; + width: max-content; +} +.charsheet .court-of-blades .page .grid-gmturn-row input[type=text], +.charsheet .court-of-blades .page .grid-gmturn-row button { + z-index: 5; +} + +/* || + Classes for using grids + + Grid Items: + gw-n Sets the grid width (horizontal span) of the grid cell to n + gh-n Sets the grid height (vertical span) of the grid cell to n + + Grid Containers: + grid Sets the element as a grid container, using equal sizes columns and rows to n + gtw-n Sets the template width (columns) of the grid container to n + gth-n Sets the template height (rows) of the grid container to n + gapw-n Sets the grid gap width (row-width) of the grid container to n + gaph-n Sets the grid gap heigh (row-width) of the grid container to n +*/ +.charsheet .court-of-blades .page .gw-1 { + grid-column: span 1; +} +.charsheet .court-of-blades .page .gh-1 { + grid-row: span 1; +} +.charsheet .court-of-blades .page .gtw-1 { + grid-template-columns: repeat(1, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-1 { + grid-template-rows: repeat(1, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-2 { + grid-column: span 2; +} +.charsheet .court-of-blades .page .gh-2 { + grid-row: span 2; +} +.charsheet .court-of-blades .page .gtw-2 { + grid-template-columns: repeat(2, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-2 { + grid-template-rows: repeat(2, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-3 { + grid-column: span 3; +} +.charsheet .court-of-blades .page .gh-3 { + grid-row: span 3; +} +.charsheet .court-of-blades .page .gtw-3 { + grid-template-columns: repeat(3, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-3 { + grid-template-rows: repeat(3, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-4 { + grid-column: span 4; +} +.charsheet .court-of-blades .page .gh-4 { + grid-row: span 4; +} +.charsheet .court-of-blades .page .gtw-4 { + grid-template-columns: repeat(4, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-4 { + grid-template-rows: repeat(4, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-5 { + grid-column: span 5; +} +.charsheet .court-of-blades .page .gh-5 { + grid-row: span 5; +} +.charsheet .court-of-blades .page .gtw-5 { + grid-template-columns: repeat(5, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-5 { + grid-template-rows: repeat(5, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-6 { + grid-column: span 6; +} +.charsheet .court-of-blades .page .gh-6 { + grid-row: span 6; +} +.charsheet .court-of-blades .page .gtw-6 { + grid-template-columns: repeat(6, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-6 { + grid-template-rows: repeat(6, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-7 { + grid-column: span 7; +} +.charsheet .court-of-blades .page .gh-7 { + grid-row: span 7; +} +.charsheet .court-of-blades .page .gtw-7 { + grid-template-columns: repeat(7, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-7 { + grid-template-rows: repeat(7, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-8 { + grid-column: span 8; +} +.charsheet .court-of-blades .page .gh-8 { + grid-row: span 8; +} +.charsheet .court-of-blades .page .gtw-8 { + grid-template-columns: repeat(8, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-8 { + grid-template-rows: repeat(8, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-9 { + grid-column: span 9; +} +.charsheet .court-of-blades .page .gh-9 { + grid-row: span 9; +} +.charsheet .court-of-blades .page .gtw-9 { + grid-template-columns: repeat(9, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-9 { + grid-template-rows: repeat(9, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-10 { + grid-column: span 10; +} +.charsheet .court-of-blades .page .gh-10 { + grid-row: span 10; +} +.charsheet .court-of-blades .page .gtw-10 { + grid-template-columns: repeat(10, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-10 { + grid-template-rows: repeat(10, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-11 { + grid-column: span 11; +} +.charsheet .court-of-blades .page .gh-11 { + grid-row: span 11; +} +.charsheet .court-of-blades .page .gtw-11 { + grid-template-columns: repeat(11, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-11 { + grid-template-rows: repeat(11, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-12 { + grid-column: span 12; +} +.charsheet .court-of-blades .page .gh-12 { + grid-row: span 12; +} +.charsheet .court-of-blades .page .gtw-12 { + grid-template-columns: repeat(12, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-12 { + grid-template-rows: repeat(12, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-13 { + grid-column: span 13; +} +.charsheet .court-of-blades .page .gh-13 { + grid-row: span 13; +} +.charsheet .court-of-blades .page .gtw-13 { + grid-template-columns: repeat(13, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-13 { + grid-template-rows: repeat(13, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-14 { + grid-column: span 14; +} +.charsheet .court-of-blades .page .gh-14 { + grid-row: span 14; +} +.charsheet .court-of-blades .page .gtw-14 { + grid-template-columns: repeat(14, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-14 { + grid-template-rows: repeat(14, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-15 { + grid-column: span 15; +} +.charsheet .court-of-blades .page .gh-15 { + grid-row: span 15; +} +.charsheet .court-of-blades .page .gtw-15 { + grid-template-columns: repeat(15, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-15 { + grid-template-rows: repeat(15, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-16 { + grid-column: span 16; +} +.charsheet .court-of-blades .page .gh-16 { + grid-row: span 16; +} +.charsheet .court-of-blades .page .gtw-16 { + grid-template-columns: repeat(16, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-16 { + grid-template-rows: repeat(16, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-17 { + grid-column: span 17; +} +.charsheet .court-of-blades .page .gh-17 { + grid-row: span 17; +} +.charsheet .court-of-blades .page .gtw-17 { + grid-template-columns: repeat(17, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-17 { + grid-template-rows: repeat(17, minmax(1em, max-content)); +} +.charsheet .court-of-blades .page .gw-18 { + grid-column: span 18; +} +.charsheet .court-of-blades .page .gh-18 { + grid-row: span 18; +} +.charsheet .court-of-blades .page .gtw-18 { + grid-template-columns: repeat(18, minmax(1em, 1fr)); +} +.charsheet .court-of-blades .page .gth-18 { + grid-template-rows: repeat(18, minmax(1em, max-content)); +} + +.charsheet .court-of-blades .page .gapw-2 { + column-gap: 2px; +} +.charsheet .court-of-blades .page .gaph-2 { + row-gap: 2px; +} +.charsheet .court-of-blades .page .gapw-4 { + column-gap: 4px; +} +.charsheet .court-of-blades .page .gaph-4 { + row-gap: 4px; +} +.charsheet .court-of-blades .page .gapw-6 { + column-gap: 6px; +} +.charsheet .court-of-blades .page .gaph-6 { + row-gap: 6px; +} +.charsheet .court-of-blades .page .gapw-8 { + column-gap: 8px; +} +.charsheet .court-of-blades .page .gaph-8 { + row-gap: 8px; +} +.charsheet .court-of-blades .page .gapw-10 { + column-gap: 10px; +} +.charsheet .court-of-blades .page .gaph-10 { + row-gap: 10px; +} + +.charsheet .court-of-blades .page .grid { + display: grid; + grid-auto-flow: row; + width: auto; + place-self: stretch; + grid-auto-rows: minmax(1em, max-content); + z-index: auto; +} + +/* || + A series of grids with differently sized columns. + For grids with columns with equal widths, use .grid, .gth, and .gitw. +*/ +.charsheet .court-of-blades .page .grid-ability-row { + display: grid; + grid-template-columns: 1.5em 1fr; +} +.charsheet .court-of-blades .page .grid-ability-row-named { + display: grid; + grid-template-columns: 1.5em 3fr 7fr; +} +.charsheet .court-of-blades .page .grid-stat-row { + display: grid; + grid-template-columns: auto 1fr; + margin: -2px 0px; +} +.charsheet .court-of-blades .page .grid-favor-row { + display: grid; + grid-template-columns: 1fr max-content max-content 1fr; + justify-items: center; + padding-bottom: 5px; +} +.charsheet .court-of-blades .page .grid-gmturn-row { + display: grid; + grid-template-columns: 200px 135px 1fr 370px; + column-gap: 10px; +} +.charsheet .court-of-blades .page .grid-gmnotes { + display: grid; + grid-template-columns: 1fr 575px; + column-gap: 6px; +} +.charsheet .court-of-blades .page .grid-favoured-contact { + display: grid; + grid-template-columns: max-content 1fr max-content; +} +.charsheet .court-of-blades .page .grid-faction-row { + display: grid; + grid-template-columns: 48px 1fr 64px; +} +.charsheet .court-of-blades .page .grid-faction-row select { + font-size: 18px; + font-weight: bold; + text-align: center; + vertical-align: middle; +} +.charsheet .court-of-blades .page .grid-faction-row .titlebox-title { + font-size: 24px; + line-height: 28px; + padding: 0px; + padding-top: 8px; +} +.charsheet .court-of-blades .page .grid-faction-row input[type=text]:not(.titlebox-title) { + font-size: 16px; + height: 100%; + text-align: left; + vertical-align: middle; +} +.charsheet .court-of-blades .page .grid-xp-row { + display: grid; + grid-template-columns: 1em 1fr; +} +.charsheet .court-of-blades .page .grid-paramour { + display: grid; + grid-template-columns: auto 1fr max-content; +} +.charsheet .court-of-blades .page .grid-harm { + grid-template-columns: auto 40px/15px auto auto 40px; +} +.charsheet .court-of-blades .page .grid-harm textarea { + height: 100%; + overflow: hidden; + text-align: center; + font-size: 14px; + line-height: 16px; + color: rgb(200, 0, 0); + resize: none; +} + +/* || + Various classes used for formatting +*/ +.charsheet .court-of-blades .page .ability-label { + font-weight: bold; + text-transform: uppercase; +} +.charsheet .court-of-blades .page .round-borders { + border-radius: 1em; +} +.charsheet .court-of-blades .page .round-borders-top { + border-top-right-radius: 1em; + border-top-left-radius: 1em; +} +.charsheet .court-of-blades .page .round-borders-bottom { + border-bottom-right-radius: 1em; + border-bottom-left-radius: 1em; +} +.charsheet .court-of-blades .page .xp-bullet { + margin-top: 8px; + margin-left: 5px; +} +.charsheet .court-of-blades .page .font-med { + font-size: 18px; + line-height: 20px; +} +.charsheet .court-of-blades .page input[type=text].mylabel, +.charsheet .court-of-blades .page textarea.mylabel { + font-size: 14px; +} +.charsheet .court-of-blades .page textarea.mylabel { + margin-top: 2px; +} +.charsheet .court-of-blades .page span.mylabel { + vertical-align: middle; + padding-left: 2px; +} +.charsheet .court-of-blades .page .paramour-name { + height: 16px; + align-self: end; + font-size: 14px; + line-height: 16px; + border-bottom: 1px solid black; +} +.charsheet .court-of-blades .page .min-h { + min-height: 2em; +} +.charsheet .court-of-blades .page .titlebox { + z-index: 1; +} +.charsheet .court-of-blades .page .titlebox img { + width: 400px; + z-index: 3; +} +.charsheet .court-of-blades .page .upcase { + text-transform: uppercase; +} +.charsheet .court-of-blades .page .downcase { + text-transform: lowercase; +} +.charsheet .court-of-blades .page .capitalise { + text-transform: capitalize; +} +.charsheet .court-of-blades .page .bordered { + border: 1px solid black; + border-collapse: collapse; +} +.charsheet .court-of-blades .page .border-bold-left { + border-left: solid 3px black; +} +.charsheet .court-of-blades .page .border-bold-top { + border-top: solid 3px black; +} +.charsheet .court-of-blades .page .border-bold-right { + border-right: solid 3px black; +} +.charsheet .court-of-blades .page .border-bold-bottom { + border-bottom: solid 3px black; +} +.charsheet .court-of-blades .page .bg-light { + background-color: lightgray; + z-index: 2; +} +.charsheet .court-of-blades .page .bg-med { + background-color: #999999; + z-index: 0; +} +.charsheet .court-of-blades .page .bg-black { + background-color: black; + color: white; + z-index: 1; +} +.charsheet .court-of-blades .page .bg-white { + background-color: white; + color: black; +} +.charsheet .court-of-blades .page .notes { + height: 100%; +} +.charsheet .court-of-blades .page .titlebox-subtitle { + font-weight: 700; + font-size: 14px; + line-height: 18px; + font-style: italic; + text-align: center; +} +.charsheet .court-of-blades .page .border-left { + border-left-style: solid; + border-left-color: black; + border-left-width: 1px; +} +.charsheet .court-of-blades .page .border-right { + border-right-style: solid; + border-right-color: black; + border-right-width: 1px; +} +.charsheet .court-of-blades .page .border-top { + border-top-style: solid; + border-top-color: black; + border-top-width: 1px; +} +.charsheet .court-of-blades .page input[type=text].border-bottom, +.charsheet .court-of-blades .page .border-bottom { + border-bottom-style: solid; + border-bottom-color: black; + border-bottom-width: 1px; +} +.charsheet .court-of-blades .page .emphasis { + font-weight: bold; + font-size: 20px; + line-height: 22px; +} +.charsheet .court-of-blades .page .skillname { + background: #333333; + color: lightgray; + font-weight: 700; + vertical-align: middle; +} +.charsheet .court-of-blades .page .heading { + font-size: 18px; + line-height: 20px; + font-weight: 700; +} +.charsheet .court-of-blades .page .logo-title { + left: 40px; + max-height: 50px; + z-index: 3; +} +.charsheet .court-of-blades .page .titlebox-title { + font-size: 48px; + line-height: 50px; + font-weight: 700; + font-style: italic; + text-align: center; + padding: 8px 2px; +} +.charsheet .court-of-blades .page .full-width { + width: 100%; +} +.charsheet .court-of-blades .page .paramourname { + font-size: 20px; + line-height: 22px; + font-style: italic; + font-weight: bold; +} +.charsheet .court-of-blades .page .pcdetail { + vertical-align: bottom; + background: none; + min-height: 2em; + font-size: 20px; + line-height: 22px; + width: 100%; + padding-top: 8px; + border-bottom-style: solid; + border-bottom-color: black; + border-bottom-width: 1px; +} +.charsheet .court-of-blades .page .stat-grid { + grid-column-gap: 1px; + grid-row-gap: 4px; +} +.charsheet .court-of-blades .page .row-cb-holder { + margin-top: 1px; +} +.charsheet .court-of-blades .page .xptriggers input { + width: 100%; +} +.charsheet .court-of-blades .page .item-boxes { + display: none; + align-items: center; +} +.charsheet .court-of-blades .page .item-boxes input { + display: none; +} +.charsheet .court-of-blades .page .item-show-size[value="0"] ~ input, .charsheet .court-of-blades .page .item-show-size[value="0"] ~ .item-boxes, +.charsheet .court-of-blades .page .item-show-style[value="0"] ~ input, +.charsheet .court-of-blades .page .item-show-style[value="0"] ~ .item-boxes { + display: none; +} +.charsheet .court-of-blades .page .item-show-size[value="0"] ~ .item-style-selector, .charsheet .court-of-blades .page .item-show-size[value="0"] ~ .item-size-selector, +.charsheet .court-of-blades .page .item-show-style[value="0"] ~ .item-style-selector, +.charsheet .court-of-blades .page .item-show-style[value="0"] ~ .item-size-selector { + display: flex; +} +.charsheet .court-of-blades .page .item-show-size:not([value="0"]) + .item-show-style:not([value="0"]) ~ .item-name, .charsheet .court-of-blades .page .item-show-size:not([value="0"]) + .item-show-style:not([value="0"]) ~ .item-boxes { + display: flex; +} +.charsheet .court-of-blades .page .item-show-size:not([value="0"]) + .item-show-style:not([value="0"]) ~ .item-style-selector, .charsheet .court-of-blades .page .item-show-size:not([value="0"]) + .item-show-style:not([value="0"]) ~ .item-size-selector { + display: none; +} +.charsheet .court-of-blades .page .item-list .item-show-size[value="1"] ~ .item-boxes input:nth-child(1) { + display: block; +} +.charsheet .court-of-blades .page .item-list .item-show-size[value="2"] ~ .item-boxes input:nth-child(1), +.charsheet .court-of-blades .page .item-list .item-show-size[value="2"] ~ .item-boxes input:nth-child(2) { + display: block; +} +.charsheet .court-of-blades .page .item-list .item-show-size[value="3"] ~ .item-boxes input { + display: block; +} +.charsheet .court-of-blades .page .item-list .item-show-style[value*=b] ~ .item-name { + font-weight: bold; +} +.charsheet .court-of-blades .page .item-list .item-show-style[value*=i] ~ .item-name { + font-style: italic; +} +.charsheet .court-of-blades .page .factionnotesheader { + margin-top: 50px; +} +.charsheet .court-of-blades .page .factionnotesheader span { + min-height: 10em; +} +.charsheet .court-of-blades .page .majorfactionlist input[type=text] { + padding-left: 12px; +} + +.charsheet .court-of-blades .page [class^=flex-], +.charsheet .court-of-blades .page [class*=" flex-"] { + display: flex; + flex-direction: row; + flex-wrap: nowrap; +} +.charsheet .court-of-blades .page .flex-vert { + flex-direction: column; +} +.charsheet .court-of-blades .page .flex-left { + justify-content: flex-start; +} +.charsheet .court-of-blades .page .flex-right { + justify-content: flex-end; +} +.charsheet .court-of-blades .page .flex-center { + justify-content: center; +} +.charsheet .court-of-blades .page .flex-vert-center { + align-items: center; +} +.charsheet .court-of-blades .page .flex-vert-bottom { + align-items: flex-end; +} +.charsheet .court-of-blades .page .flex-spaced { + justify-content: space-between; + align-content: space-between; +} +.charsheet .court-of-blades .page .flex-grow { + flex-grow: 4; +} + +/* || + Various classes used for layout +*/ +.charsheet .court-of-blades .page abso { + position: absolute; +} +.charsheet .court-of-blades .page .rela { + position: relative; +} +.charsheet .court-of-blades .page div.content { + height: max-content; + width: max-content; +} +.charsheet .court-of-blades .page .center-item { + display: flex; + justify-content: center; + align-items: center; +} +.charsheet .court-of-blades .page .max-width { + width: 100%; +} +.charsheet .court-of-blades .page .offset-for-title { + /* 0.83 400*/ + top: -54px; + left: 31px; + position: relative; +} +.charsheet .court-of-blades .page .offset-innerpanel-left { + width: 435px; +} +.charsheet .court-of-blades .page .offset-innerpanel-full { + width: 998px; +} +.charsheet .court-of-blades .page .offset-from-top { + position: relative; + top: 48px; +} +.charsheet .court-of-blades .page .clock-size-selector select { + width: min-content; +} +.charsheet .court-of-blades .page .top-box { + height: 87px; +} +.charsheet .court-of-blades .page .text-left { + text-align: left; +} +.charsheet .court-of-blades .page .text-center { + text-align: center; +} +.charsheet .court-of-blades .page .text-right { + text-align: right; +} +.charsheet .court-of-blades .page .vert-top { + vertical-align: top; +} +.charsheet .court-of-blades .page .vert-middle { + vertical-align: middle; +} +.charsheet .court-of-blades .page .vert-bottom { + vertical-align: bottom; +} +.charsheet .court-of-blades .page .marg-left { + margin-left: 0.5em; +} +.charsheet .court-of-blades .page .marg-right { + margin-right: 0.5em; +} +.charsheet .court-of-blades .page .marg-top { + margin-top: 0.5em; +} +.charsheet .court-of-blades .page .marg-bottom { + margin-bottom: 0.5em; +} +.charsheet .court-of-blades .page .pad-left { + padding-left: 0.5em; +} +.charsheet .court-of-blades .page .pad-right { + padding-right: 0.5em; +} +.charsheet .court-of-blades .page .pad-top { + padding-top: 0.5em; +} +.charsheet .court-of-blades .page .pad-bottom { + padding-bottom: 0.5em; +} +.charsheet .court-of-blades .page .align-center { + align-self: center; +} +.charsheet .court-of-blades .page .align-start { + align-self: start; +} +.charsheet .court-of-blades .page .align-end { + align-self: end; +} +.charsheet .court-of-blades .page .align-baseline { + align-self: baseline; +} +.charsheet .court-of-blades .page .align-stretch { + align-self: stretch; +} +.charsheet .court-of-blades .page .justify-center { + justify-self: center; +} +.charsheet .court-of-blades .page .justify-left { + justify-self: left; +} +.charsheet .court-of-blades .page .justify-right { + justify-self: right; +} +.charsheet .court-of-blades .page .justify-stretch { + justify-self: stretch; +} + +.charsheet .court-of-blades .page .z--5 { + z-index: -5; +} +.charsheet .court-of-blades .page .z--4 { + z-index: -4; +} +.charsheet .court-of-blades .page .z--3 { + z-index: -3; +} +.charsheet .court-of-blades .page .z--2 { + z-index: -2; +} +.charsheet .court-of-blades .page .z--1 { + z-index: -1; +} +.charsheet .court-of-blades .page .z-0 { + z-index: 0; +} +.charsheet .court-of-blades .page .z-1 { + z-index: 1; +} +.charsheet .court-of-blades .page .z-2 { + z-index: 2; +} +.charsheet .court-of-blades .page .z-3 { + z-index: 3; +} +.charsheet .court-of-blades .page .z-4 { + z-index: 4; +} +.charsheet .court-of-blades .page .z-5 { + z-index: 5; +} + +/* || + Classes for css-only tooltips. + The element with the .tooltip-custom class is the container. + The element with the .tooltip-custom-text class is the tooltip itself, and must be a child of the container. +*/ +.charsheet .court-of-blades .tooltip-custom { + display: inline-block; + opacity: 100%; + z-index: auto; +} +.charsheet .court-of-blades .tooltip-custom-text { + visibility: hidden; + background-color: black; + color: #fff; + min-width: 10em; + text-align: center; + padding: 5px; + border-radius: 6px; + position: absolute; + font-weight: normal; + font-style: normal; + z-index: 6; + transition: visibility 0s linear 2s; +} +.charsheet .court-of-blades .tooltip-expand { + position: absolute; +} +.charsheet .court-of-blades .tooltip-expand span { + visibility: hidden; + white-space: pre-wrap; + display: block; +} +.charsheet .court-of-blades .tooltip-expand textarea { + position: absolute; + z-index: 1; + top: 0; + left: 0; + margin: 0; + overflow: hidden; + resize: none; + height: 100%; + width: 100%; + display: block; + box-sizing: border-box; + border-radius: 0; + box-shadow: none; + color: inherit; + font: inherit; +} +.charsheet .court-of-blades .tooltip-custom:hover .tooltip-custom-text, +.charsheet .court-of-blades .tooltip-custom:hover + .tooltip-custom-text, +.charsheet .court-of-blades .tooltip-custom-text:hover { + visibility: visible; + transition: visibility 0s linear 0.5s; +} + +.charsheet .court-of-blades { + min-width: 1056px; + max-width: 1056px; + width: fit-content; +} +.charsheet .court-of-blades [class^=panel-], +.charsheet .court-of-blades [class*=" panel-"] { + display: inline-block; +} +.charsheet .court-of-blades .panel-left { + width: 475px; + min-width: 475px; +} +.charsheet .court-of-blades .panel-centre { + width: 375px; + min-width: 375px; + margin-left: 2px; + margin-right: 10px; +} +.charsheet .court-of-blades .panel-right { + max-width: 285px; + min-width: 190px; +} +.charsheet .court-of-blades .page { + display: none; + flex-wrap: nowrap; + flex-direction: row; + width: 100%; + padding: 6px 4px 6px 4px; + border: 2px solid #333333; +} +.charsheet .court-of-blades #page-selector[value="0"] ~ #page-pc, +.charsheet .court-of-blades #page-selector[value="1"] ~ #page-house, +.charsheet .court-of-blades #page-selector[value="2"] ~ #page-factions, +.charsheet .court-of-blades #page-selector[value="3"] ~ #page-gmturn, +.charsheet .court-of-blades #page-selector[value="4"] ~ #page-settings { + display: flex; +} + +/* || + Base styles for shapes. +*/ +.charsheet .court-of-blades .page [class^=shape], +.charsheet .court-of-blades .page [class*=" shape"] { + appearance: none; + display: inline-block; + position: relative; + margin: 1px; + padding: 1px; +} +.charsheet .court-of-blades .page input[class^=shape], +.charsheet .court-of-blades .page input[class*=" shape"] { + cursor: pointer; +} +.charsheet .court-of-blades .page [class*=shape-].shape-hidden { + opacity: 0; + cursor: default; +} + +/* || + Basic shapes + .shape-square-small + .shape-square-med + .shape-diamond-small + .shape-diamond-med + .shape-dot +*/ +/* Squares/Diamonds */ +.charsheet .court-of-blades .page [class*=shape-square], +.charsheet .court-of-blades .page [class*=shape-diamond] { + border: 2px solid black; +} +.charsheet .court-of-blades .page [class*=shape-diamond] { + transform: rotate(45deg); +} +.charsheet .court-of-blades .page .shape-square-small, +.charsheet .court-of-blades .page .shape-diamond-small { + width: 2px; + height: 2px; +} +.charsheet .court-of-blades .page .shape-square-med { + width: 10px; + height: 10px; +} +.charsheet .court-of-blades .page .shape-diamond-med { + width: 10px; + height: 10px; +} +.charsheet .court-of-blades .page .shape-diamond-big { + width: 14px; + height: 14px; +} + +/* Dots/Circles */ +.charsheet .court-of-blades .page [class^=shape-dot], +.charsheet .court-of-blades .page [class*=" shape-dot"] { + border: 2px solid black; + border-radius: 50%; + width: 14px; + height: 14px; +} + +/* || + Complex shapes utilising psuedo-elements +*/ +/* Vertical divider */ +.charsheet .court-of-blades .page .shape-divider { + width: 0px; + height: 15px; +} +.charsheet .court-of-blades .page .shape-divider:after { + content: ""; + width: 1px; + height: 27px; + background: none; + border-left: 1px solid black; + border-right: 1px solid black; + position: absolute; + top: 0px; + left: 0px; +} + +/* Circle with a cross through it */ +.charsheet .court-of-blades .page .shape-cross { + width: 9px; + height: 9px; + border: 1px solid black; + border-radius: 50%; + background-color: white; +} +.charsheet .court-of-blades .page .shape-cross:before, +.charsheet .court-of-blades .page .shape-cross:after { + content: ""; + position: absolute; + height: 1px; + width: 9px; + top: 3px; + left: -1px; + background-color: black; +} +.charsheet .court-of-blades .page .shape-cross:before { + transform: rotate(45deg); +} +.charsheet .court-of-blades .page .shape-cross:after { + transform: rotate(-45deg); +} + +/* Horizontal line connecting one simple shape to another to its left. */ +.charsheet .court-of-blades .page [class^=shape-link]:before, +.charsheet .court-of-blades .page [class*=" shape-link"]:before { + content: ""; + display: none; + position: absolute; + z-index: -1; + width: 20px; + height: 5px; + background-color: black; +} +.charsheet .court-of-blades .page .shape-link-left::before { + display: inline-block; + left: -20px; + top: 2px; +} + +/* Arrows */ +.charsheet .court-of-blades .page [class^=shape-arrow], +.charsheet .court-of-blades .page [class*=" shape-arrow"] { + width: 10px; + height: 10px; + border-left: 5px solid transparent; + border-right: 5px solid transparent; + background: none; + padding: 0; + margin: 2px; +} +.charsheet .court-of-blades .page [class^=shape-arrow]:after, +.charsheet .court-of-blades .page [class*=" shape-arrow"]:after { + content: ""; + width: 0; + height: 0; + border-left: 8px solid transparent; + border-right: 8px solid transparent; + position: absolute; + z-index: -1; +} + +/* Down arrows */ +.charsheet .court-of-blades .page .shape-arrowdown { + border-top: 10px solid black; +} +.charsheet .court-of-blades .page .shape-arrowdown:after { + border-top: 15px solid black; + top: -11.5px; + left: -8px; +} + +/* Up arrows */ +.charsheet .court-of-blades .page .shape-arrowup { + border-bottom: 10px solid black; +} +.charsheet .court-of-blades .page .shape-arrowup:after { + border-bottom: 15px solid black; + top: -3.5px; + left: -8px; +} + +/* Hearts */ +.charsheet .court-of-blades .page .shape-heart { + background-color: gray; + display: inline-block; + height: 10px; + margin: 0 5px; + position: relative; + top: 0; + transform: rotate(-45deg); + width: 10px; +} +.charsheet .court-of-blades .page .shape-heart:before, +.charsheet .court-of-blades .page .shape-heart:after { + content: ""; + position: absolute; + background-color: gray; + border-radius: 50%; + height: 10px; + width: 10px; +} +.charsheet .court-of-blades .page .shape-heart:before { + top: -5px; + left: 0; +} +.charsheet .court-of-blades .page .shape-heart:after { + left: 5px; + top: 0; +} + +/* || + Classes for trackers. + .tracker Enables the tracker behaviour + + .tracked-dark Radio buttons are light by default and dark when checked + .tracked-light Radio buttons are dark by default and light when checked + .tracked-red Radio buttons are light by default and red when checked + */ +.charsheet .court-of-blades .page .tracker { + z-index: 3; + vertical-align: middle; + position: relative; + flex-shrink: 0; +} +.charsheet .court-of-blades .page .tracker input { + vertical-align: middle; + margin: 2px; +} +.charsheet .court-of-blades .page .tracker input[class*=-big] { + margin: 4px; +} +.charsheet .court-of-blades .page .tracker input.shape-heart { + margin: 4px; +} +.charsheet .court-of-blades .page .tracker.tracked-dark input:not(.track-zero) { + background: #333333; + border-color: black; +} +.charsheet .court-of-blades .page .tracker.tracked-dark input:not(.track-zero):before, +.charsheet .court-of-blades .page .tracker.tracked-dark input:not(.track-zero):after { + background: #333333; +} +.charsheet .court-of-blades .page .tracker.tracked-dark input[type=radio]:checked ~ input[type=radio]:not(.track-zero) { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .tracker.tracked-dark input[type=radio]:checked ~ input[type=radio]:not(.track-zero):after, +.charsheet .court-of-blades .page .tracker.tracked-dark input[type=radio]:checked ~ input[type=radio]:not(.track-zero):before { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .tracker.tracked-light input[type=radio]:checked ~ input[type=radio]:not(.track-zero):after, +.charsheet .court-of-blades .page .tracker.tracked-light input[type=radio]:checked ~ input[type=radio]:not(.track-zero):before { + background: #333333; +} +.charsheet .court-of-blades .page .tracker.tracked-light input:not(.track-zero) { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .tracker.tracked-light input:not(.track-zero):before, +.charsheet .court-of-blades .page .tracker.tracked-light input:not(.track-zero):after { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .tracker.tracked-light input[type=radio]:checked ~ input[type=radio]:not(.track-zero) { + background: #333333; +} +.charsheet .court-of-blades .page .tracker.tracked-red input[type=radio]:checked ~ input[type=radio]:not(.track-zero):after, +.charsheet .court-of-blades .page .tracker.tracked-red input[type=radio]:checked ~ input[type=radio]:not(.track-zero):before { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .tracker.tracked-red input:not(.track-zero) { + background: red; +} +.charsheet .court-of-blades .page .tracker.tracked-red input:not(.track-zero):before, +.charsheet .court-of-blades .page .tracker.tracked-red input:not(.track-zero):after { + background: red; +} +.charsheet .court-of-blades .page .tracker.tracked-red input[type=radio]:checked ~ input[type=radio]:not(.track-zero) { + background: #EEEEEE; +} + +/* || + Classes modifying the behaviour of shapes representing radio buttons and checkboxes. +*/ +.charsheet .court-of-blades .page .checked-hidden:checked { + opacity: 0; +} +.charsheet .court-of-blades .page .checked-red:checked:not([class*=shape-arrow]) { + background: red; +} +.charsheet .court-of-blades .page .checked-red.shape-heart:checked:before, .charsheet .court-of-blades .page .checked-red.shape-heart:checked:after { + background: red; +} +.charsheet .court-of-blades .page .checked-red[class*=shape-arrow]:checked { + border-top-color: red; + border-bottom-color: red; + background: none; +} +.charsheet .court-of-blades .page .checked-light:not([class*=shape-arrow]) { + background: #333333; +} +.charsheet .court-of-blades .page .checked-light:checked:not([class*=shape-arrow]) { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .checked-light.shape-heart:checked:before, .charsheet .court-of-blades .page .checked-light.shape-heart:checked:after { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .checked-light.shape-heart:before, .charsheet .court-of-blades .page .checked-light.shape-heart:after { + background: #333333; +} +.charsheet .court-of-blades .page .checked-light[class*=shape-arrow] { + border-top-color: #333333; + border-bottom-color: #333333; + background: none; +} +.charsheet .court-of-blades .page .checked-light[class*=shape-arrow]:checked { + border-top-color: #EEEEEE; + border-bottom-color: #EEEEEE; + background: none; +} +.charsheet .court-of-blades .page .checked-dark .checked-dark[class*=shape-arrow] { + border-top-color: #EEEEEE; + border-bottom-color: #EEEEEE; + background: none; +} +.charsheet .court-of-blades .page .checked-dark .checked-dark[class*=shape-arrow]:checked { + border-top-color: #333333; + border-bottom-color: #333333; + background: none; +} +.charsheet .court-of-blades .page .checked-dark .checked-dark.shape-heart:checked:before, +.charsheet .court-of-blades .page .checked-dark .checked-dark.shape-heart:checked:after { + background: #333333; +} +.charsheet .court-of-blades .page .checked-dark .checked-dark.shape-heart:before, +.charsheet .court-of-blades .page .checked-dark .checked-dark.shape-heart:after { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .checked-dark .checked-dark:not([class*=shape-arrow]) { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .checked-dark .checked-dark:checked:not([class*=shape-arrow]) { + background: #333333; +} +.charsheet .court-of-blades .page .unchecked-dark:not([class*=shape-arrow]) { + background: #333333; +} +.charsheet .court-of-blades .page .unchecked-dark[class*=shape-arrow] { + border-top-color: #333333; + border-bottom-color: #333333; +} +.charsheet .court-of-blades .page .unchecked-dark.shape-heart:before, .charsheet .court-of-blades .page .unchecked-dark.shape-heart:after { + background: #333333; +} +.charsheet .court-of-blades .page .unchecked-light:not([class*=shape-arrow]) { + background: #EEEEEE; +} +.charsheet .court-of-blades .page .unchecked-light[class*=shape-arrow] { + border-top-color: #EEEEEE; + border-bottom-color: #EEEEEE; +} +.charsheet .court-of-blades .page .unchecked-light.shape-heart:before, .charsheet .court-of-blades .page .unchecked-light.shape-heart:after { + background: #EEEEEE; +} + +/* || + Classes for the dynamic clocks +*/ +.charsheet .court-of-blades .page .flex-clocks { + display: block; +} +.charsheet .court-of-blades .page .flex-clocks .repcontainer { + width: auto; + display: flex; + flex-flow: row wrap; + justify-content: space-between; +} +.charsheet .court-of-blades .page .clock-subcontainer { + padding: 4px; + width: fit-content; + height: fit-content; + display: grid; + grid-template-columns: 55px 120px; + z-index: 0; +} +.charsheet .court-of-blades .page .clock-subcontainer .clock-label { + width: 100%; + height: 100%; + font-size: 14px; + text-align: center; + vertical-align: bottom; + border: 1px solid black; + background: white; + border-radius: 3px; + overflow-y: auto; + word-wrap: break-word; + resize: none; +} +.charsheet .court-of-blades .page .clock-container { + padding: 2px; + margin: 2px; + min-height: 50px; + min-width: 50px; + box-sizing: border-box; + position: relative; + justify-self: center; + z-index: 0; +} +.charsheet .court-of-blades .page .clock-container div { + display: none; +} +.charsheet .court-of-blades .page .clock-container input[type=radio] { + display: none; + cursor: pointer; +} +.charsheet .court-of-blades .page .clock-container .clock-image { + background-color: none; + border: 3px solid black; + border-radius: 50%; + width: 44px; + height: 44px; + display: block; + position: absolute; + z-index: -1; +} + +.charsheet .court-of-blades .page .clock-size-selector-controller:not([value="0"]) ~ .clock-size-selector, +.charsheet .court-of-blades .page .clock-size-selector-controller[value="0"] ~ div textarea { + display: none; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="0"] ~ .clock-image { + border-style: none; +} +.charsheet .court-of-blades .page .clock-container .clock-selector, +.charsheet .court-of-blades .page .clock-container .clock-image .clock-all, +.charsheet .court-of-blades .page .clock-container .clock-size[value="2"] ~ .clock-2, +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ .clock-4, +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ .clock-6, +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-8, +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-10, +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-12 { + display: block; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="2"] ~ div.clock-image, +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ div.clock-image, +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ div.clock-image, +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ div.clock-image, +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ div.clock-image, +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ div.clock-image { + background-color: white; +} + +.charsheet .court-of-blades .page .clock-container .clock-progress.clock-zero { + height: 11px; + width: 11px; + margin-top: 1px; + margin-right: 2px; + position: absolute; + left: -8px; + top: -3px; + display: block; + z-index: 1; +} +.charsheet .court-of-blades .page .clock-container input.clock-progress { + position: absolute; + opacity: 0; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value=""], +.charsheet .court-of-blades .page .clock-container .clock-size[value="0"] { + display: none; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="2"] ~ input:not(.clock-zero) { + height: 20px; + width: 20px; + margin-top: 12px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="2"] ~ input[value="1"] { + margin-left: 22px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="2"] ~ input[value="2"] { + left: -1px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ input:not(.clock-zero) { + height: 17px; + width: 17px; + left: 3px; + top: 4px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ input[value="1"] { + margin-left: 20px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ input[value="2"] { + margin: 20px 0 0 20px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ input[value="3"] { + margin-top: 20px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ input:not(.clock-zero) { + height: 17px; + width: 14px; + left: 4px; + top: 3px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ input[value="1"] { + margin-left: 21px; + transform: rotate(30deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ input[value="2"] { + margin: 12px 0 0 25px; + transform: rotate(90deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ input[value="3"] { + margin: 22px 0 0 21px; + transform: rotate(150deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ input[value="4"] { + margin: 22px 0 0 8px; + transform: rotate(210deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ input[value="5"] { + margin: 12px 0 0 1px; + transform: rotate(270deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ input[value="6"] { + margin-left: 8px; + transform: rotate(330deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input:not(.clock-zero) { + height: 14px; + width: 11px; + top: 3px; + left: 4px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="1"] { + margin-left: 20px; + transform: rotate(22.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="2"] { + margin: 8px 0 0 26px; + transform: rotate(67.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="3"] { + margin: 18px 0 0 26px; + transform: rotate(112.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="4"] { + margin: 25px 0 0 20px; + transform: rotate(157.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="5"] { + margin: 25px 0 0 9px; + transform: rotate(202.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="6"] { + margin: 18px 0 0 2px; + transform: rotate(247.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="7"] { + margin: 8px 0 0 2px; + transform: rotate(292.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ input[value="8"] { + margin-left: 9px; + transform: rotate(337.5deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input:not(.clock-zero) { + height: 14px; + width: 10px; + left: 3.5px; + top: 3px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="1"] { + transform: rotate(18deg); + margin-left: 20px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="2"] { + transform: rotate(54deg); + margin: 5px 0 0 27px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="3"] { + transform: rotate(90deg); + margin: 13px 0 0 30px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="4"] { + transform: rotate(126deg); + margin: 21px 0 0 27px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="5"] { + transform: rotate(162deg); + margin: 26px 0 0 20px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="6"] { + transform: rotate(198deg); + margin: 26px 0 0 12px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="7"] { + transform: rotate(234deg); + margin: 21px 0 0 5px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="8"] { + transform: rotate(270deg); + margin: 13px 0 0 1px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="9"] { + transform: rotate(306deg); + margin: 5px 0 0 5px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ input[value="10"] { + transform: rotate(342deg); + margin-left: 12px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input:not(.clock-zero) { + height: 12px; + width: 8px; + top: 4px; + left: 4px; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="1"] { + margin-left: 20px; + transform: rotate(15deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="2"] { + margin: 4px 0 0 26px; + transform: rotate(45deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="3"] { + margin: 10px 0 0 29px; + transform: rotate(75deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="4"] { + margin: 18px 0 0 29px; + transform: rotate(105deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="5"] { + margin: 24px 0 0 26px; + transform: rotate(135deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="6"] { + margin: 28px 0 0 20px; + transform: rotate(165deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="7"] { + margin: 28px 0 0 12px; + transform: rotate(195deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="8"] { + margin: 24px 0 0 6px; + transform: rotate(225deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="9"] { + margin: 18px 0 0 3px; + transform: rotate(255deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="10"] { + margin: 10px 0 0 3px; + transform: rotate(295deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="11"] { + margin: 4px 0 0 6px; + transform: rotate(315deg); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ input[value="12"] { + margin-left: 12px; + transform: rotate(345deg); +} +.charsheet .court-of-blades .page .clock-container .clock-zero { + position: absolute; + top: 37px; + left: -5px; +} +.charsheet .court-of-blades .page .clock-container .clock-zero + span { + height: 11px; + width: 11px; + margin-top: 1px; + margin-right: 2px; + vertical-align: top; + border: 1px solid black; + background: white; + border-radius: 50%; + position: absolute; + left: -4px; + top: -4px; + display: block; +} +.charsheet .court-of-blades .page .clock-container .clock-zero:checked + span { + display: none; +} +.charsheet .court-of-blades .page .clock-container .clock-zero + span::before { + transform: translate(4px, -1px) rotate(45deg); +} +.charsheet .court-of-blades .page .clock-container .clock-zero + span::after { + transform: translate(4px, -1px) rotate(-45deg); +} +.charsheet .court-of-blades .page .clock-container .clock-zero + span::before, .charsheet .court-of-blades .page .clock-container .clock-zero + span::after { + position: absolute; + width: 1px; + content: ""; + left: 0px; + top: 0px; + background: black; + height: 11px; +} + +.charsheet .court-of-blades .page .clock-container div[class^=spoke], +.charsheet .court-of-blades .page .clock-container div[class*=" stroke"] { + height: 44px; + width: 2px; + display: none; + background: black; + z-index: 1; + position: absolute; +} +.charsheet .court-of-blades .page .clock-container .spoke-0, +.charsheet .court-of-blades .page .clock-container .spoke-0-half { + transform: translateX(21px); +} +.charsheet .court-of-blades .page .clock-container .spoke-30 { + transform: translateX(21px) rotate(30deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-36 { + transform: translateX(21px) rotate(36deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-45 { + transform: translateX(21px) rotate(45deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-60 { + transform: translateX(21px) rotate(60deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-72 { + transform: translateX(21px) rotate(72deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-90 { + transform: translateX(21px) rotate(90deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-108 { + transform: translateX(21px) rotate(108deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-120 { + transform: translateX(21px) rotate(120deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-135 { + transform: translateX(21px) rotate(135deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-144 { + transform: translateX(21px) rotate(144deg); +} +.charsheet .court-of-blades .page .clock-container .spoke-150 { + transform: translateX(21px) rotate(150deg); +} + +.charsheet .court-of-blades .page .clock-container .clock-progress[value="0"]:checked ~ .clock-image { + background: white; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="2"] ~ .clock-progress[value="1"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, transparent 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="2"] ~ .clock-progress[value="2"]:checked ~ .clock-image { + background-color: red; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ .clock-progress[value="1"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(180deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ .clock-progress[value="2"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ .clock-progress[value="3"]:checked ~ .clock-image { + background-image: linear-gradient(180deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="4"] ~ .clock-progress[value="4"]:checked ~ .clock-image { + background: red; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ .clock-progress[value="1"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(150deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ .clock-progress[value="2"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(210deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ .clock-progress[value="3"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ .clock-progress[value="4"]:checked ~ .clock-image { + background-image: linear-gradient(150deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ .clock-progress[value="5"]:checked ~ .clock-image { + background-image: linear-gradient(210deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="6"] ~ .clock-progress[value="6"]:checked ~ .clock-image { + background: red; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="1"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(135deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="2"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(180deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="3"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(225deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="4"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="5"]:checked ~ .clock-image { + background-image: linear-gradient(135deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="6"]:checked ~ .clock-image { + background-image: linear-gradient(180deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="7"]:checked ~ .clock-image { + background-image: linear-gradient(225deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="8"] ~ .clock-progress[value="8"]:checked ~ .clock-image { + background: red; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="1"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(126deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="2"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(162deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="3"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(198deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="4"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(234deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="5"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="6"]:checked ~ .clock-image { + background-image: linear-gradient(126deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="7"]:checked ~ .clock-image { + background-image: linear-gradient(162deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="8"]:checked ~ .clock-image { + background-image: linear-gradient(198deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="9"]:checked ~ .clock-image { + background-image: linear-gradient(234deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="10"] ~ .clock-progress[value="10"]:checked ~ .clock-image { + background: red; +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="1"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(120deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="2"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(150deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="3"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(180deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="4"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(210deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="5"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, transparent 50%), linear-gradient(240deg, red 50%, white 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="6"]:checked ~ .clock-image { + background-image: linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="7"]:checked ~ .clock-image { + background-image: linear-gradient(120deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="8"]:checked ~ .clock-image { + background-image: linear-gradient(150deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="9"]:checked ~ .clock-image { + background-image: linear-gradient(180deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="10"]:checked ~ .clock-image { + background-image: linear-gradient(210deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="11"]:checked ~ .clock-image { + background-image: linear-gradient(240deg, transparent 50%, red 50%), linear-gradient(90deg, white 50%, red 50%); +} +.charsheet .court-of-blades .page .clock-container .clock-size[value="12"] ~ .clock-progress[value="12"]:checked ~ .clock-image { + background: red; +} + +.charsheet .court-of-blades .page *[class^=visibility-], +.charsheet .court-of-blades .page *[class*=" visibility-"] { + display: none; +} +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-1, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-2, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-3, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-4, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-5, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-5, +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-gte-1, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-1, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-2, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-1, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-2, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-3, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-1, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-2, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-3, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-4, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-1, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-2, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-3, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-4, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-5, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-1, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-2, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-3, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-4, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-5, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-6 { + display: block; +} +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-1.grid, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-2.grid, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-3.grid, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-4.grid, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-5.grid, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-5.grid, +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-gte-1.grid, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-1.grid, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-2.grid, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-1.grid, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-2.grid, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-3.grid, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-1.grid, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-2.grid, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-3.grid, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-4.grid, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-1.grid, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-2.grid, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-3.grid, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-4.grid, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-5.grid, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-1.grid, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-2.grid, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-3.grid, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-4.grid, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-5.grid, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-6.grid { + display: grid; +} +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-1[class^=flex-], .charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-1[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-2[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-2[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-3[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-3[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-4[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-4[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-5[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-5[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-5[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-5[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-gte-1[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-gte-1[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-1[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-1[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-2[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-2[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-1[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-1[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-2[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-2[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-3[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-3[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-1[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-1[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-2[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-2[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-3[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-3[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-4[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-4[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-1[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-1[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-2[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-2[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-3[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-3[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-4[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-4[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-5[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-5[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-1[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-1[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-2[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-2[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-3[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-3[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-4[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-4[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-5[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-5[class*=" flex-"], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-6[class^=flex-], +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-6[class*=" flex-"] { + display: flex; +} +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-1.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-2.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-3.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-4.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-5.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-5.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="1"] ~ .visibility-gte-1.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-1.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="2"] ~ .visibility-gte-2.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-1.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-2.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="3"] ~ .visibility-gte-3.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-1.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-2.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-3.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="4"] ~ .visibility-gte-4.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-1.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-2.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-3.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-4.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="5"] ~ .visibility-gte-5.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-1.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-2.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-3.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-4.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-5.tracker-box, +.charsheet .court-of-blades .page .visibility-control[value="6"] ~ .visibility-gte-6.tracker-box { + display: inline-block; +} + +.charsheet .court-of-blades .page .auto-expand { + position: relative; + cursor: text; + word-wrap: break-word; + min-height: 1em; +} +.charsheet .court-of-blades .page .auto-expand span { + visibility: hidden; + white-space: pre-wrap; + font: inherit; + display: block; +} +.charsheet .court-of-blades .page .auto-expand textarea { + position: absolute; + z-index: 1; + top: 0; + left: 0; + margin: 0; + overflow: hidden; + resize: none; + height: 100%; + width: 100%; + display: block; + box-sizing: border-box; + background: transparent; + border: none; + border-radius: 0; + box-shadow: none; + color: inherit; + font: inherit; +} + +.sheet-rolltemplate-cob-fortune { + text-align: center; + padding: 8px; +} +.sheet-rolltemplate-cob-fortune .sheet-lower { + padding: 8px 8px 0px 8px; +} + +.sheet-rolltemplate-cob-action .sheet-lower { + padding: 24px 8px 8px 8px; +} + +.sheet-rolltemplate-cob-resist, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode, +.sheet-rolltemplate-cob-action, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode, +.sheet-rolltemplate-cob-fortune, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode { + background-image: url("https://raw.githubusercontent.com/TTiatia/CourtOfBladesSheets/main/Astro/public/bg-web.png"); + height: max-content; + font-family: "EB Garamond", serif; + color: black; + display: block; + border: double black 5px; +} +.sheet-rolltemplate-cob-resist .sheet-zerodice3, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-zerodice3, +.sheet-rolltemplate-cob-action .sheet-zerodice3, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-zerodice3, +.sheet-rolltemplate-cob-fortune .sheet-zerodice3, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-zerodice3 { + text-transform: uppercase; + text-indent: 3px; +} +.sheet-rolltemplate-cob-resist .sheet-template-container, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-template-container, +.sheet-rolltemplate-cob-action .sheet-template-container, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-template-container, +.sheet-rolltemplate-cob-fortune .sheet-template-container, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-template-container { + display: grid; + grid-template-columns: 1fr; + grid-template-rows: max-content 1fr; +} +.sheet-rolltemplate-cob-resist .sheet-name, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-name, +.sheet-rolltemplate-cob-action .sheet-name, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-name, +.sheet-rolltemplate-cob-fortune .sheet-name, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-name { + font-size: 14px; + font-weight: bold; + line-height: normal; + text-transform: capitalize; +} +.sheet-rolltemplate-cob-resist .sheet-stat, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-stat, +.sheet-rolltemplate-cob-action .sheet-stat, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-stat, +.sheet-rolltemplate-cob-fortune .sheet-stat, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-stat { + font-size: 26px; + line-height: normal; + text-transform: uppercase; + vertical-align: bottom; + font-weight: bold; + text-shadow: 1px 1px grey; +} +.sheet-rolltemplate-cob-resist .sheet-detail, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-detail, +.sheet-rolltemplate-cob-action .sheet-detail, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-detail, +.sheet-rolltemplate-cob-fortune .sheet-detail, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-detail { + display: grid; + grid-template-columns: 1fr 1fr; + margin-top: 16px; +} +.sheet-rolltemplate-cob-resist .sheet-detail .sheet-effect, +.sheet-rolltemplate-cob-resist .sheet-detail .sheet-position, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-detail .sheet-position, +.sheet-rolltemplate-cob-action .sheet-detail .sheet-effect, +.sheet-rolltemplate-cob-action .sheet-detail .sheet-position, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-detail .sheet-position, +.sheet-rolltemplate-cob-fortune .sheet-detail .sheet-effect, +.sheet-rolltemplate-cob-fortune .sheet-detail .sheet-position, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-detail .sheet-position { + display: grid; + grid-template-rows: 1fr 1fr; + grid-template-columns: auto; +} +.sheet-rolltemplate-cob-resist .sheet-detail .sheet-effect div:first-child, +.sheet-rolltemplate-cob-resist .sheet-detail .sheet-position div:first-child, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect div:first-child, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-detail .sheet-position div:first-child, +.sheet-rolltemplate-cob-action .sheet-detail .sheet-effect div:first-child, +.sheet-rolltemplate-cob-action .sheet-detail .sheet-position div:first-child, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect div:first-child, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-detail .sheet-position div:first-child, +.sheet-rolltemplate-cob-fortune .sheet-detail .sheet-effect div:first-child, +.sheet-rolltemplate-cob-fortune .sheet-detail .sheet-position div:first-child, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect div:first-child, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-detail .sheet-position div:first-child { + text-transform: uppercase; + font-size: 18px; + line-height: normal; + font-weight: bold; +} +.sheet-rolltemplate-cob-resist .sheet-detail .sheet-effect div:last-child, +.sheet-rolltemplate-cob-resist .sheet-detail .sheet-position div:last-child, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect div:last-child, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-detail .sheet-position div:last-child, +.sheet-rolltemplate-cob-action .sheet-detail .sheet-effect div:last-child, +.sheet-rolltemplate-cob-action .sheet-detail .sheet-position div:last-child, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect div:last-child, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-detail .sheet-position div:last-child, +.sheet-rolltemplate-cob-fortune .sheet-detail .sheet-effect div:last-child, +.sheet-rolltemplate-cob-fortune .sheet-detail .sheet-position div:last-child, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-detail .sheet-effect div:last-child, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-detail .sheet-position div:last-child { + text-transform: capitalize; + line-height: normal; + font-size: 16px; +} +.sheet-rolltemplate-cob-resist .sheet-mask, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-mask, +.sheet-rolltemplate-cob-action .sheet-mask, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-mask, +.sheet-rolltemplate-cob-fortune .sheet-mask, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-mask { + max-height: 75px; + object-fit: contain; + margin-bottom: 8px; +} +.sheet-rolltemplate-cob-resist .sheet-sword, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-sword, +.sheet-rolltemplate-cob-action .sheet-sword, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-sword, +.sheet-rolltemplate-cob-fortune .sheet-sword, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-sword { + -webkit-transform: scaleX(-1); + transform: scaleX(-1); + display: block; + position: absolute; + right: 16px; + width: 300px; + min-width: 300px; +} +.sheet-rolltemplate-cob-resist .sheet-sword.sheet-zero, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-sword.sheet-zero, +.sheet-rolltemplate-cob-action .sheet-sword.sheet-zero, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-sword.sheet-zero, +.sheet-rolltemplate-cob-fortune .sheet-sword.sheet-zero, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode .sheet-sword.sheet-zero { + bottom: 71px; +} +.sheet-rolltemplate-cob-resist .sheet-sword.sheet-nonzero, +.sheet-rolltemplate-cob-resist.sheet-rolltemplate-darkmode .sheet-sword.sheet-nonzero, +.sheet-rolltemplate-cob-action .sheet-sword.sheet-nonzero, +.sheet-rolltemplate-cob-action.sheet-rolltemplate-darkmode .sheet-sword.sheet-nonzero, +.sheet-rolltemplate-cob-fortune .sheet-sword.sheet-nonzero, +.sheet-rolltemplate-cob-fortune.sheet-rolltemplate-darkmode 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+ + + Name & Alias + House + + + + Look + Indulgence & Source + + + + Background + Heritage + + +
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+ + Scandals + Sentimental, Wicked, Grasping, False, Gauche, Jealous, Faithless, Fragile +
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+ + Shatters + Detached, Uncanny, Vengeful, Insatiable, Morose, Destructive, Obsessed, Territorial +
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Stress
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Influence
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Harm
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Healing
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Armor uses
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Paramour
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Heat
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Contacts
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Gather Information
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How can I hurt them?
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What do they want most?
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Who's most dangerous here?
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What do they intend to do?
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How can I get them to [X]?
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Are they telling the truth?
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What's really going on here?
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Bonds
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Notes
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Special Abilities
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XP Triggers
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When you roll a desperate action, mark xp in that action's attribute.
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At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute), for a maximum of 4 xp.
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+ Teamwork +
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  • Assist a teammate
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  • Lead a group action
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  • Protect a teammate
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  • Set up a teammate
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+ Planning & Load +

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  • Assault: Point of attack
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  • Deception: Method
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  • Arcane: Magical
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  • Social: Connection
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  • Transport: Route
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Push yourself (Take 2 stress)
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Take a Lady's favor
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Load
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XP Triggers
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+ +3 : + Allies +
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+ This faction will help you even if it is not in their best interest to do so. They expect you to do the same for them. +
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+ This faction will help you if it does not create serious problems for them. They expect the same from you. +
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+ +1 : + Helpful +
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+ This faction will help you if it causes no problems or significant cost for them. They expect the same from you. +
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+ 0 : + Neutral +
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+ -1 : + Interfering +
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+ This faction will look for opportunities to cause problems for you (or profit from your misfortune) so long as it causes no problems or significant cost for them. They expect the same from you. +
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+ -2 : + Hostile +
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+ This faction will look for opportunities to hurt you so long as it does not create serious problems for them. They expect you to do the same and take precautions against you. +
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+ -3 : + War +
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Houses of the Esultare
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Sheet Settings
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Actions & Attributes
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Attributes
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Playbook
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General
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Roll settings
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{{#house}} {{/house}}{{name}}
+ {{#statname}} +
{{/statname}} {{#stat}} +
{{stat}}
{{/stat}} +
+
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+ {{^zerodice}} +
+ +
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{{dice}}
+ {{/zerodice}} {{#zerodice}} +
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{{zerodice}}
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+ {{#action}} +
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Position
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{{position}}
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Effect
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{{effect}}
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+ {{/action}} +
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+ {{#zerodice}}{{/zerodice}} {{^zerodice}} + {{/zerodice}} +
+ +
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{{name}}
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{{stat}}
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+ {{^zerodice}} +
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+ {{/zerodice}} {{#zerodice}} +
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{{name}} 
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+ {{^zerodice}} +
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{{dice}}
+ {{/zerodice}} {{#zerodice}} +
+
{{zerodice}}
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+ {{/zerodice}} +
+
+
+ \ No newline at end of file diff --git a/Court Of Blades/preview.png b/Court Of Blades/preview.png new file mode 100644 index 0000000000..398f9ba9c9 Binary files /dev/null and b/Court Of Blades/preview.png differ diff --git a/Court Of Blades/sheet.json b/Court Of Blades/sheet.json new file mode 100644 index 0000000000..a0209b5fc5 --- /dev/null +++ b/Court Of Blades/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "CourtOfBlades.html", + "css": "CourtOfBlades.css", + "authors": "Tyson Tiatia", + "roll20userid": "514883", + "preview": "preview.png", + "instructions": "## Playbooks and Coteries\nFilling in the title of a Playbook ('The Bravo', 'The Couth', 'The Curse', etc.) or House ('House Battalia', 'House Al-Mari', 'House Elanda' etc.) will automatically fill out the sheet with the appropriate abilities and descriptions.\n\nSimilarly, when adding new Playbook or Coterie abilities, if you fill out the name of an existing ability then the description will be populated for you.\n\n## Settings\nAll sheet settings can be configured from within the game, under the 'Settings' page of the sheet.", + "legacy": false +} \ No newline at end of file diff --git a/Court Of Blades/translation.json b/Court Of Blades/translation.json new file mode 100644 index 0000000000..6140a4f572 --- /dev/null +++ b/Court Of Blades/translation.json @@ -0,0 +1,913 @@ +{ + "0": "0", + "1": "1", + "2": "2", + "3": "3", + "4": "4", + "5": "5", + "6": "6", + "7": "7", + "8": "8", + "9": "9", + "10": "10", + "11": "11", + "12": "12", + "-1": "-1", + "-2": "-2", + "-3": "-3", + "+1": "+1", + "+2": "+2", + "+3": "+3", + "ABadgeOfHonor": "A badge of honor", + "ABadgeOfHonorItemDescription": "A pin or other symbol of your status.", + "ABanker": "A banker", + "ABelievableExcuse": "A believable excuse", + "ABelievableExcuseItemDescription": "You are a master at crafting plausible stories. Once per errand, when you make an excuse, the receiver will be inclined to believe you.", + "AbilityDescription": "Ability description", + "AbilityName": "Ability name", + "ABladeOrTwo": "A blade or two", + "ABladeOrTwoItemDescription": "Perhaps you carry a saber, a set of daggers, a poniard, a meat cleaver, or a foil.", + "ABladeSmith": "A blade smith", + "ABloodChillingGlare": "A blood-chilling glare", + "ABloodChillingGlareItemDescription": "Your glare is steely, resolute, and haunted. Brave men quail, and sharp tongues cease their wagging when you level your gaze. Once per errand, you may halt someone in their tracks or silence a complaint with a burning stare. What do they see reflected in your gaze that makes them stop?", + "ABuskin": "A buskin", + "AChamberServeant": "A chamber servant", + "AChildhoodFriend": "A childhood friend", + "AChildhoodRival": "A childhood rival", + "AClothier": "A clothier", + "AConcealableWeapon": "A concealable weapon", + "AConcealableWeaponItemDescription": "Discretion, thy name is valor. You have a weapon you can carry nearly anywhere without detection.", + "ACouncilSecretary": "A council secretary", + "ACourtlyFavor": "A courtly favor", + "ACourtlyFavorItemDescription": "Some recognizable token, symbolizing the affection of a specific noble of the court.", + "Action": "Action", + "ActionsAndAttributes": "Actions & Attributes", + "ADilettante": "A dilettante", + "ADiplomat": "A diplomat", + "ADiva": "A diva", + "ADoseOfWeepingBell": "A dose of weeping bell", + "ADoseOfWeepingBellItemDescription": "The tea of the Weeping Bell does not cause you stupor like the others. When you drink it, the arcane world reveals itself to you. How do you feel when you drink this? What mark has it left on you?", + "ADuelistsGauntlet": "A duelist's gauntlet", + "ADuelistsGauntletItemDescription": "Designed in the fashion of the House you serve. Anyone who backs down from a formally laid duel is shamed.", + "AFamiliarSpirit": "A familiar spirit", + "AFamiliarSpiritItemDescription": "An arcane creature able to carry out simple tasks, visible only to you.", + "AFavorFromTheFaeCourt": "A favor from the fae court", + "AFavorFromTheFaeCourtItemDescription": "A small item passed down to you as a babe to remind you of the home you never knew. What is it? What does it do?", + "AFawningNoble": "A fawning noble", + "AFineArcaneFocus": "A fine arcane focus", + "AFineArcaneFocusItemDescription": "Describe what your focus looks like. Once per errand you may use it to increase your odds of success at a difficult task.", + "AFineBitOfBlackmail": "A fine bit of blackmail", + "AFineBitOfBlackmailItemDescription": "You know how to hit them where it hurts.", + "AFineCourtlyBlade": "A fine courtly blade", + "AFineCourtlyBladeItemDescription": "Your personal dueling weapon.", + "AFineCoverIdentity": "A fine cover identity", + "AFineCoverIdentityItemDescription": "You have all of the paperwork required to infiltrate most organizations temporarily.", + "AFineDisguise": "A fine disguise", + "AFineDisguiseItemDescription": "From costumes to makeup, you have the ability to effect a convincing disguise, making identification impossible save by those who know you intimately.", + "AFineDreadBlade": "A fine dread blade", + "AFineDreadBladeItemDescription": "A lethal martial weapon, one forged for war.", + "AFineHeavyCloak": "A fine heavy cloak", + "AFineHeavyCloakItemDescription": "Perfect for masking yourself or blending into terrain.", + "AFineInvitation": "A fine invitation", + "AFineInvitationItemDescription": "You can acquire an invitation to any event. Say how you acquired it.", + "AFineIronNerve": "A fine iron nerve", + "AFineIronNerveItemDescription": "Once per errand you can use your Fine Iron Nerve to resist the consequences of being terrified, unnerved, or uncomfortable.", + "AFinePhotographicMemory": "A fine photographic memory", + "AFinePhotographicMemoryItemDescription": "Once per errand you may call on your Fine Photographic Memory to recall the exact details of something you have seen in the past.", + "AFineRangedWeapon": "A fine ranged weapon", + "AFineRangedWeaponItemDescription": "Masterfully crafted, this weapon is more accurate at longer ranges.", + "AFineSetofLockpicks": "A fine set of lockpicks", + "AFineSetofLockpicksItemDescription": "Your lock picking kit is finely crafted, allowing you to crack locks above your natural ability.", + "AFineSpyglass": "A fine spyglass", + "AFineSpyglassItemDescription": "Masterfully crafted, your spyglass allows you to see further and under lower light conditions than others.", + "AFineWit": "A fine wit", + "AFineWitItemDescription": "Once per errand you may use your Fine Wit to deflect or turn a conversation in your favor.", + "AFormerPatron": "A former patron", + "AFormerTeacher": "A former teacher", + "AFrighteningWeapon": "A frightening weapon", + "AFrighteningWeaponItemDescription": "Your weapon strikes fear into the hearts of your enemies.", + "AGangBoss": "A gang boss", + "AGhost": "A ghost", + "AGondoliere": "A gondoliere", + "AGroupAction": "A group action", + "AHandyRestraint": "A handy restraint", + "AHandyRestraintItemDescription": "Rope, cuffs, collars, chain, or whatever best fits your needs for the situation.", + "AHistorian": "A historian", + "AHorseThief": "A horse thief", + "AHunter": "A hunter", + "AHuntingCompanion": "A hunting companion", + "AHuntingCompanionItemDescription": "An arcane or mundane creature of your choosing, capable of carrying out simple tasks. It must still abide by the rules of the city. A wolf on the streets will not go over well. An arcane companion out in the Twist may get you killed.", + "AJiltedLover": "A jilted lover", + "ALanternThatCastsShadow": "A lantern that casts shadow", + "ALanternThatCastsShadowItemDescription": "Your struggle casts a long shadow; it is only fitting this relic be by your side. It looks like an ordinary lantern, but when the wick is lit, shadows deepen rather than retreat. How has this served your purpose? Does it consume lamp-oil, or is it fueled with something more exotic?", + "Alaric": "Alaric", + "ALengthOfFaerieRope": "A length of faerie rope", + "ALengthOfFaerieRopeItemDescription": "A modest length of braided rope which can move and twist and knot itself of its own accord. It possesses the intelligence of a particularly bright canine, and can be taught tricks. Where did you acquire this? How did you earn its trust?", + "Alisha": "Alisha", + "Allies": "Allies", + "AlliesDescriptionText": "This faction will help you even if it is not in their best interest to do so. They expect you to do the same for them.", + "AlMariXPTrigger": "You overcame an obstacle with dominance or agression.", + "ALocksmith": "A locksmith", + "ALuckyBreeak": "A lucky break", + "ALuckyBreeakItemDescription": "Once per errand you may use a Lucky Break to change your fortune.", + "AMasterArchitect": "A master architect", + "AMasterAtArms": "A master at arms", + "AMasterCraftsman": "A master craftsman", + "Amelia": "Amelia", + "AMemberOfTheCoteriesHouse": "A member of the coterie's house", + "AMemberOfTheWatch": "A member of The Watch", + "AMercenary": "A mercenary", + "AMercy": "A Mercy", + "AMirrorThatReflectsTruth": "A mirror that reflects truth", + "AMirrorThatReflectsTruthItemDescription": "A hand-mirror which reveals the true nature of anything reflected in it. What do you see when you look into it? What does anyone else see when they see your reflection?", + "Anaisha": "Anaisha", + "AnAncientWeapon": "An ancient weapon", + "AnAncientWeaponItemDescription": "A weapon which served you well since starting down this rocky road. It shows signs of age and wear, but like you it refuses to crumble into ruin. What kind of weapon do you carry? What does it say about you?", + "AnArcaneDealer": "An arcane dealer", + "AnEyeForTalentUpgradeDescription": "When you hire a colleague from the Doctore school of training they function as 1 tier higher.", + "AnEyeForTalentUpgradeName": "An eye for talent", + "AnInfectiousLaugh": "An infectious laugh", + "AnInfectiousLaughItemDescription": "Once per errand, when you laugh heartily those around you can do little else but laugh with you.", + "AnInformant": "An informant", + "AnInventor": "An inventor", + "AnObsessedScholar": "An obsessed scholar", + "AnOldFlame": "An old flame", + "AnOrphanageHeadmistress": "An orphanage headmistress", + "AnUnrequitedLove": "an unrequited love", + "APoisonMaker": "A poison maker", + "APolishedSteelMirror": "A polished steel mirror", + "APolishedSteelMirrorItemDescription": "Perfect for peering discreetly under doors, around corners or covertly signaling, for example.", + "APropheticDream": "A prophetic dream", + "APropheticDreamItemDescription": "Since the day you refused to die, your sleep is haunted by strange visions of futures that may come to be. Once per errand, you may remember one of these dreams and use your knowledge to reveal truth or change destiny. Who do you tell about these dreams? What do they make you feel?", + "Arcane": "Arcane", + "ArcaneImplements": "Arcane implements", + "ArcaneImplementsItemDescription": "Containers, alchemical reagents, and a small personal tome.", + "ArcanePlanDetailText": "Magical", + "ArcaneWards": "Arcane wards", + "ArcaneWardsOtherDescription": "Magical countermeasures against intrusion and sorcerous eavesdropping are tailored at your instruction. The House is screened from arcane encroachment and made safe from supernatural threats.", + "Ari": "Ari", + "Armand": "Armand", + "Armor": "Armor", + "ArmorItemDescription": "Leather armor, capable of lessening harm.", + "ArmorUses": "Armor uses", + "ASmallPriceyGift": "A small pricey gift", + "ASmallPriceyGiftItemDescription": "You never show up anywhere empty-handed. Say what you've brought and why you chose it.", + "ASprite": "A sprite", + "Assault": "Assault", + "AssaultPlanDetailText": "Point of attack", + "Assist": "Assist", + "ASymbolOfTheDreadEmpire": "A symbol of the dread empire", + "ASymbolOfTheDreadEmpireItemDescription": "Whether you served the Emperor or fought on the side of the Rebellion, you bear a mark from that struggle. Any who see it know they are dealing with a veteran of the war which changed the world. What symbol do you carry? What memories does it carry of that time?", + "ATavernOwner": "A tavern owner", + "ATeammate": "A teammate", + "ATempleAcolyte": "A temple acolyte", + "Attribute": "Attribute", + "AttributeName": "Attribute name", + "Attributes": "Attributes", + "AVialOfSweetsleep": "A vial of sweetsleep", + "AVialOfSweetsleepItemDescription": "A strong drug, often powdered, that renders anyone inhaling or ingesting it unconscious.", + "AViciousThug": "a vicious thug", + "AVulgarDisplayOfPower": "A vulgar display of power", + "AVulgarDisplayOfPowerItemDescription": "Once per errand you may use your Vulgar Display of Power to employ your knack in a flashy or dangerous way. Say what you're doing and your intended goal.", + "Babette": "Babette", + "Background": "Background", + "BagOfHoldingUpgradeDescription": "Gain +2 free load worth of arcane components or specialized tools(arcane implements, ritual objects, et cetera). ", + "BagOfHoldingUpgradeName": "Bag of holding", + "Barlow": "Barlow", + "BastienXPTrigger": "You overcame an obstacle with audacity or unorthodoxy.", + "BattaliaXPTrigger": "You overcame an obstacle with honor or tradition.", + "Benecio": "Benecio", + "Bianchi": "Bianchi", + "Blair": "Blair", + "Blaze": "Blaze", + "Body": "Body", + "BodyResistanceDescription": "Resist consequences from physical strain or injury.", + "BodyTrainingDescription": "You adopt a stringent personal regimen or have trainers assigned to you by the House. Training downtime actions provide +1 experience for the Body xp track.", + "Bold": "Bold", + "BoldAndItalics": "Bold italics", + "Bonds": "Bonds", + "BonusDice": "Bonus dice", + "BravoBond1": "I've pledged to defend __ at any cost.", + "BravoBond2": "Despite my obvious grace and skill, __ still is not impressed. I will win them yet.", + "BravoBond3": "My armor is thick, but __ still sees the gaps.", + "BravoBond4": "__ considers me their competition. No matter the game, I will win it.", + "BravoBond5": "I see the Bravo's spark in __, and I will teach them what I know.", + "BravoBond6": "__ lacks my flair and panache. They will learn it in time.", + "BravoPlaybookDescription": "A dashing sworn-sword, quick of with and unmatched in combat.", + "BravoPlaybookName": "The Bravo", + "BravoSpecialArmorDescription": "Resist a complication related to physical obstacles or being outnumbered for you and your coterie (when you are present).", + "BravoXPTrigger1": "You addressed a challenge with violence", + "BravoXPTrigger2": "and/or panache", + "BuglaryGear": "Buglary gear", + "BuglaryGearItemDescription": "A set of lockpicks, a pry bar, vials of oil, and personalized, inconspicuous burglary tools.", + "Campania": "Campania", + "Channel": "Channel", + "ChannelActionDescription": "Open your mind to arcane power and draw on sorcerous might.", + "Character": "Character", + "CharacterXP": "Character XP", + "ChooseLoadLimitText": "Choose your load limit for the errand.", + "ChoosePlanAndDetailText": "Choose a plan, provide a detail.", + "Clemenza": "Clemenza", + "CleverTailorsUpgradeDescription": "You gain +2 free load for armor or disguises.", + "CleverTailorsUpgradeName": "Clever tailors", + "ClimbingGear": "Climbing gear", + "ClimbingGearItemDescription": "A large coil of rope, a small coil of rope, grappling hooks, climbing harness, pitons, and driving hammer.", + "Clocks": "Clocks", + "Colleague": "Colleague", + "Command": "Command", + "CommandActionDescription": "Compel obedience.", + "Consort": "Consort", + "ConsortActionDescription": "Socialize amongst friends.", + "ContactDescription": "Contact description", + "ContactName": "Contact name", + "Contacts": "Contacts", + "Controlled": "Controlled", + "CorvettoXPTrigger": "You overcame an obstacle with coercion or majesty.", + "Coterie": "Coterie", + "CoterieAbility_AbleDescription": "Each PC gains +1d to Body resist rolls.", + "CoterieAbility_AbleName": "Able", + "CoterieAbility_AMatterOfCharityDescription": "You are friendly with the beggars and down-trodden of Ilrien. You may use them as a source of information. Pay 1 influence for a 4/5 result on any gather information question or 2 influence for a 6.", + "CoterieAbility_AMatterOfCharityName": "A matter of charity", + "CoterieAbility_ByTheThroatDescription": "Gain additional xp trigger: Did we teach someone a lesson? Take 1 less exposure when moving against a faction with which you are at war.", + "CoterieAbility_ByTheThroatName": "By the throat", + "CoterieAbility_CareAndPatienceDescription": "Each PC adds +1 action rating to either Tinker or Study.", + "CoterieAbility_CareAndPatienceName": "Care and patience", + "CoterieAbility_ChooseYourGroundDescription": "When you prepare for battle you may pay 1 influence for each of the following: The ground does not allow ambush - You are difficult to reach - You are surrounded by friends.", + "CoterieAbility_ChooseYourGroundName": "Choose your ground", + "CoterieAbility_CircumspectDescription": "Each PC may add +1 action rating to Skulk or Maneuver.", + "CoterieAbility_CircumspectName": "Circumspect", + "CoterieAbility_CounterfeitingDescription": "No one questions the authenticity of your goods. Take +1d to Sway or Consort for the purpose of negotiating over value.", + "CoterieAbility_CounterfeitingName": "Counterfeiting", + "CoterieAbility_DeadlyDescription": "Each PC may add +1 action rating to Hunt or Skirmish.", + "CoterieAbility_DeadlyName": "Deadly", + "CoterieAbility_DeterrenceDescription": "Each PC adds +1 action rating to Command or Maneuver.", + "CoterieAbility_DeterrenceName": "Deterrence", + "CoterieAbility_FortifiedDescription": "Each PC gains +1 load when going discrete, before they are considered loaded.", + "CoterieAbility_FortifiedName": "Fortified", + "CoterieAbility_HighSocietyDescription": "Take -1 exposure during downtime and +1d to gather information about the rest of the city's elite.", + "CoterieAbility_HighSocietyName": "High society", + "CoterieAbility_IllusoryDisguiseDescription": "The coterie gains access to alteration magic. Gain +1 effect toward rolls made to avoid detection when disguising or altering the appearance of yourselves or objects.", + "CoterieAbility_IllusoryDisguiseName": "Illusory disguise", + "CoterieAbility_IroncladDescription": "Each PC gains +1d to all Body resist rolls.", + "CoterieAbility_IroncladName": "Ironclad", + "CoterieAbility_ItsAlsoWhoYouKnowDescription": "Gain additional xp trigger: Did we leverage information from our contacts? Any 1-3 rolled when using a known contact to gather information is treated as a 4/5. Choose one of the following: They put themselves at risk to give you the information. - It takes them longer than is ideal to get the information. - Another faction is alerted by their inquiry.", + "CoterieAbility_ItsAlsoWhoYouKnowName": "It's also who you know", + "CoterieAbility_ItsNotWhoYouKnowDescription": "Take +1d to rolls when you take the Uncover a Plot downtime action to discover another Major House's long-term goal clock.", + "CoterieAbility_ItsNotWhoYouKnowName": "It's not who you know", + "CoterieAbility_ItsWhatYouKnowDescription": "Each PC may take +1 action rating to either Consort or Channel.", + "CoterieAbility_ItsWhatYouKnowName": "It's what you know", + "CoterieAbility_JustCauseDescription": "The House trusts your intuition. When the coterie does the right thing at a cost to themselves, everyone mark 1 PC xp, and take 1 less exposure per errand.", + "CoterieAbility_JustCauseName": "Just cause", + "CoterieAbility_LikeAHammerDescription": "Gain additional xp trigger: Did we show a glorious disregard for subtlety? Name one faction who dares not go to war with you, and for the duration of the game they will not.", + "CoterieAbility_LikeAHammerName": "Like a hammer", + "CoterieAbility_MagicalMeansDescription": "Crafted items gain +1 tier for the purpose of effectiveness.", + "CoterieAbility_MagicalMeansName": "Magical means", + "CoterieAbility_MerchantWarriorsDescription": "Gain additional xp trigger: Did we leverage our power over transport or supply? You are notified when another House of the Esultare begins a long-term goal related to transportation or supply.", + "CoterieAbility_MerchantWarriorsName": "Merchant warriors", + "CoterieAbility_MindfulDescription": "Each PC takes +1d to Mind resist rolls.", + "CoterieAbility_MindfulName": "Mindful", + "CoterieAbility_MysteriousWaysDescription": "Each PC adds +1 action dot to Sway or Channel.", + "CoterieAbility_MysteriousWaysName": "Mysterious ways", + "CoterieAbility_NotMeUsName": "Not me, us", + "CoterieAbility_NotMeUsNameDescription": "You always count the Dockers, Gondoliers, and Bakers as allied factions for the purpose of negotiations.", + "CoterieAbility_OursByRightDescription": "Pay 1 influence to add a contact from a sphere of influence you do not own to your list of contacts for the current errand. Pay +1 influence for any of the following: They are happy to hear from you - You have met them before - They have not spoken to another House first.", + "CoterieAbility_OursByRightName": "Ours by right", + "CoterieAbility_OurTimeDescription": "Take +1d to engagement rolls between the hours of tryst and whist. (midnight to 4am).", + "CoterieAbility_OurTimeName": "Our time", + "CoterieAbility_PackTacticsDescription": "Your coterie is treated as 1 tier higher when engaging in a combat roll together.", + "CoterieAbility_PackTacticsName": "Pack tactics", + "CoterieAbility_PatronageDescription": "When you must make egregiously large bribes or payments, pay half the amount of influence normally required to do so (if the cost is 1 influence, pay 0).", + "CoterieAbility_PatronageName": "Patronage", + "CoterieAbility_SilentFootfallsDescription": "All PCs within the coterie gain +1 effect when trailing a target.", + "CoterieAbility_SilentFootfallsName": "Silent footfalls", + "CoterieAbility_SneeringDisregardDescription": "Take +2 influence on every errand, also take +1 exposure.", + "CoterieAbility_SneeringDisregardName": "Sneering disregard", + "CoterieAbility_StrikeFearDescription": "Any time someone is clearly thinking of snitching on the coterie, or lying to a PC in it, call them out and they will think twice. Roll a fortune die to determine the outcome. 1-3: They don't, even against their best judgement. 4-5: They don't, but they do talk around the question or try to make trouble for you in other ways. 6: They succeed in snitching or lying (unless they have the misfortune of trying to lie to a Key with the I Know This Tune ability).", + "CoterieAbility_StrikeFearName": "Strike fear", + "CoterieAbility_StrongerTogetherDescription": "Multiple sixes rolled during a group action are counted as a critical success.", + "CoterieAbility_StrongerTogetherName": "Stronger together", + "CoterieAbility_SuperstitiousDescription": "Each PC takes +1d to all Spirit resist rolls.", + "CoterieAbility_SuperstitiousName": "Superstitious", + "CoterieAbility_TheOldGuardDescription": "People are inclined to believe you are acting in the best interest of Ilrien, rarely questioning your motives. Gain additional xp trigger: “Did we protect Ilrien or her interests?”", + "CoterieAbility_TheOldGuardName": "The old guard", + "CoterieAbility_TheWatersInWhichWeSwimDescription": "Gain +1d to engagement rolls involving the Ilrienne citizenry as cover or support. Gain additional coterie xp trigger: Did we look out for the little guy?", + "CoterieAbility_TheWatersInWhichWeSwimName": "The waters in which we swim", + "CoterieAbility_TheWeirdStuffDescription": "Take +1 effect level to any acquire asset roll for the purpose of acquiring arcane or obscure ingredients.", + "CoterieAbility_TheWeirdStuffName": "The weird stuff", + "CoterieAbility_UponOurHonorDescription": "All deals you make are public knowledge and inviolate. Gain +1 influence when you keep your word. If another House goes back on a deal with you, they lose face (remove a clock tick on their House Advancement Clock)", + "CoterieAbility_UponOurHonorName": "Upon our honor", + "CoterieAbility_WaltzDescription": "Take +1d to engagement rolls that take place at a party or social event.", + "CoterieAbility_WaltzName": "Waltz", + "CoterieAbility_WardedDescription": "Each PC gains +1d to all Spirit resist rolls.", + "CoterieAbility_WardedName": "Warded", + "CoterieAbility_WarDogsDescription": "Even when at war you may take two downtime actions.", + "CoterieAbility_WarDogsName": "War dogs", + "CoterieAbility_WellEarnedAcclaimDescription": "Whenever you gain favor, take one additional point of favor.", + "CoterieAbility_WellEarnedAcclaimName": "Well-earned acclaim", + "CoterieAbility_WhoDoYouWorkForDescription": "When you have broken a rival you may add them to your contacts.", + "CoterieAbility_WhoDoYouWorkForName": "Who do you work for?", + "CoterieAbility_WitDescription": "Each PC gains +1d to Mind resist rolls.", + "CoterieAbility_WitName": "Wit", + "CoterieFeature_AlMariDescription": "When you roll to recover from harm, mark an extra tick on your progress clock.", + "CoterieFeature_AlMariName": "Give them nothing", + "CoterieFeature_BastienDescription": "You begin with +1 clock tick on your House Advancement Clock and +1 favor with the Citizenry Faction Group.", + "CoterieFeature_BastienName": "Popular house", + "CoterieFeature_BattaliaDescription": "Your retinues heal at double the normal speed.", + "CoterieFeature_BattaliaName": "Duty first", + "CoterieFeature_CorvettoDescription": "When you execute a Social Engagement, your contact may always be Someone Who Fears Us and you start in a Risky position. (This replaces your usual engagement roll in this instance.)", + "CoterieFeature_CorvettoName": "Our Reputation Precedes Us", + "CoterieFeature_ElandaDescription": "At the beginning of each social season House Elanda may trade its strength in Wealth for any other strength.", + "CoterieFeature_ElandaName": "Volatile market", + "CoterieFeature_LovellDescription": "You may incite rumors and scandal against a rival House. Take -1 reputation with them and for the season their House Advance rolls take -1 effect level.", + "CoterieFeature_LovellName": "Scandalize", + "CoterieName": "Coterie name", + "CoterieReputationsList": "Ambitious, brutal, daring, honorable, subtle, arcane, loyal, reliable, uncouth, respectable, dangerous", + "CoterieXP": "Coterie XP", + "CoterieXPTrigger1": "You contended with challenges above your current station.", + "CoterieXPTrigger2": "You bolstered your coterie's reputation or developed a new one.", + "CoterieXPTrigger3": "You expressed the goals, drives, inner conflict, or essential nature of the Coterie.", + "CouthBond1": "__ and I used to run together back in the good old days. Look at us now!", + "CouthBond2": "This isn't my world. I look to __ when I need advice.", + "CouthBond3": "I've got dirt on __, and they know it.", + "CouthBond4": "__ and I like to play pranks. Mine are funnier.", + "CouthBond5": "__ sees me not as I am, but as I want to be. It means the world to me.", + "CouthBond6": "The Twist is hard. __ wouldn't last five minutes down there.", + "CouthPlaybookDescription": "A stree-wise wildcard, lucky or dangerous to rise from the gutter.", + "CouthPlaybookName": "The Couth", + "CouthSpecialArmorDescription": "Resist a complication for you or your coterie related to talking your way out of, or running from, trouble (when you are present).", + "CouthXPTrigger1": "You addressed a challenge with evasion", + "CouthXPTrigger2": "and/or mayhem", + "CurseBond1": "__ is the spitting image of someone I knew when I was not cold.", + "CurseBond2": "I see the doom coming for __ and I will stand before it, roaring defiance.", + "CurseBond3": "__ treats me like a person, not a monster. Sometimes I even believe they are right.", + "CurseBond4": "__ and I talk about the old days, though I wonder why they care.", + "CurseBond5": "I served with __'s grandparent in the war that marked me. They did me a good turn.", + "CurseBond6": "__ has the touch of the Deathless about them. I am fearful of what they might become.", + "CurseHarmDescription": "You cannot be killed by level 4 harm. If the Curse takes level 4 harm that is not resisted, they immediately acquire a shatter condition. Upon receiving their fourth shatter condition they are required to sleep, tormented by nightmares for a generation, to be forgotten before their fight begins anew.", + "CursePlaybookDescription": "A haunted revenant bearing ancient knowledge, weaponry, and a grudge.", + "CursePlaybookName": "The Curse", + "CurseSpecialArmorDescription": "Ignore the effects of one level of harm from a physical injury once per errand. Does not apply to level 4 harm.", + "CurseXPTrigger1": "You addressed a challenge with callous disregard", + "CurseXPTrigger2": "and/or unearthly endurance.", + "Custom": "Custom", + "Deception": "Deception", + "DeceptionPlanDetailText": "Method", + "DedicatedTransportation": "Dedicated transportation", + "DedicatedTransportationOtherDescription": "You are given custody of a personal vehicle, either land or waterborne, and the necessary crew to pilot it to ensure that you arrive in style wherever your business in Ilrien draws you.", + "DemolitionTools": "Demolition tools", + "DemolitionToolsItemDescription": "sledgehammer, iron spikes, a crowbar, and personalized tools.", + "Description": "Description", + "Desperate": "Desperate", + "DesperateRollXPText": "When you roll a desperate action, mark xp in that action's attribute.", + "Dice": "Dice", + "Dimitrius": "Dimitrius", + "Discrete": "Discrete", + "Documents": "Documents", + "DocumentsItemDescription": "Maps, tomes, or volumes commonly available.", + "DocumentsQualityDescription": "Forged, stolen, or otherwise acquired Documents are of +1 tier.", + "Edges": "Edges", + "Effect": "Effect", + "ElandaXPTrigger": "You overcame an obstacle with guile or extorion.", + "Elijah": "Elijah", + "Everyone": "Everyone", + "Exposure": "Exposure", + "ExtendedFamilyUpgradeDescription": "When you hire a retinue of Wayfinders it functions as 1 tier higher.", + "ExtendedFamilyUpgradeName": "Extended Family", + "Extreme": "Extreme", + "EyeBond1": "My job is easier when I'm alone, but __ never spoils the game.", + "EyeBond2": "__ is the one I'd want to pull me out if my cover's ever blown.", + "EyeBond3": "When __ and I last worked together, someone got hurt. It's hard to trust them again.", + "EyeBond4": "My job is hiding my true self. __ sees me anyway.", + "EyeBond5": "__ lacks guile and subtlety. I've taken it upon myself to teach them.", + "EyeBond6": "I'm watching __ for someone else in the House. I don't know why, but they insisted.", + "EyePlaybookDescription": "A master agent & infiltrator, cannier than a skulk of foxes & just as hard to catch.", + "EyePlaybookName": "The Eye", + "EyeSpecialArmorDescription": "Resist a complication related to detection or security against you or your coterie (when you are present).", + "EyeXPTrigger1": "You addressed a challenge with stealth", + "EyeXPTrigger2": "and/or perception", + "FactionList": "Faction List", + "FactionsOfIlrien": "Factions of Ilrein", + "FactionSpecificNotes": "Faction-specific notes", + "FactorumFactotumUpgradeDescription": "The coterie gains access to the House's workshops. You may mark +1 segment whenever the coterie researches an invention or +1d whenever you roll to craft.", + "FactorumFactotumUpgradeName": "Factorum factotum", + "Farid,": "Farid,", + "Farina": "Farina", + "Favor": "Favor", + "FavoredContact": "Favored contact", + "Feng": "Feng", + "FineCourtlyClothes": "Fine courtly clothes", + "FineCourtlyClothesItemDescription": "You are expert at looking your part. You have an outfit of the latest fashion at all times, and when you clean up, anyone unfamiliar with you assumes you are proper nobility.", + "FineInebriants": "Fine inebriants", + "FineInebriantsItemDescription": "A fine bottle of liquor, or vial of a recreational drug.", + "FineTinkeringTools": "Fine tinkering tools", + "FineTinkeringToolsItemDescription": "Masterfully crafted tools for manipulating tiny parts, like those found within a pocket watch or puzzle box.", + "FineWreckingTools": "Fine wrecking tools", + "FineWreckingToolsItemDescription": "Your wrecking tools are finely crafted, giving you an advantage against obstacles.", + "Flaws": "Flaws", + "FlintAndSteel": "Flint & steel", + "FlintAndSteelItemDescription": "Kept in a small case, it would be unfashionable to be caught without it. It's also handy for starting fires.", + "Force": "Force", + "Fortune": "Fortune", + "FortuneRoll": "Fortune roll", + "Frankie": "Frankie", + "Friendly": "Friendly", + "FriendlyDescriptionText": "This faction will help you if it does not create serious problems for them. They expect the same from you.", + "GatherInfoQuestion1": "How can I hurt them?", + "GatherInfoQuestion2": "What do they want most?", + "GatherInfoQuestion3": "Who's most dangerous here?", + "GatherInfoQuestion4": "What do they intend to do?", + "GatherInfoQuestion5": "How can I get them to [X]?", + "GatherInfoQuestion6": "Are they telling the truth?", + "GatherInfoQuestion7": "What's really going on here?", + "Gear": "Gear", + "GearQualityDescription": "Your Burglary and Climbing gear are customized and tailored to provide +1 tier.", + "General": "General", + "Genovese": "Genovese", + "GM": "GM", + "GMClocks": "GM clocks", + "GMNotes": "GM notes", + "GMTurn": "GM Turn", + "GoodHelpUpgradeDescription": "When you hire a colleague belonging to the Fox school of expertise they function as 1 tier higher.", + "GoodHelpUpgradeName": "Good help", + "Goodman": "Goodman", + "Goya": "Goya", + "Grace": "Grace", + "Grasp": "Grasp", + "Great": "Great", + "Harm": "Harm", + "HawkBond1": "I have an unlovely reputation and __ will never let me forget it.", + "HawkBond2": "I was offered money to bring __ in dead or alive. They yet live free.", + "HawkBond3": "I do not frighten easily, but __ puts me ill at ease.", + "HawkBond4": "__ and I are close. I can afford to be soft around them.", + "HawkBond5": "I trust __ to do the right thing when it matters most.", + "HawkBond6": "I've wronged __, but it was just business. Water under the bridge.", + "HawkPlaybookDescription": "A dangerous bounty hunter, menacing and unflappable in the face of danger.", + "HawkPlaybookName": "The Hawk", + "HawkSpecialArmorDescription": "Resist a complication related to traps or ambushes against you or your coterie (when you are present).", + "HawkXPTrigger1": "You addressed a challenge with pursuit", + "HawkXPTrigger2": "and/or observation", + "HealerType": "Healer type", + "Healing": "Healing", + "Heat": "Heat", + "Helpful": "Helpful", + "HelpfulDescriptionText": "This faction will help you if it causes no problems or significant cost for them. They expect the same from you.", + "Heritage": "Heritage", + "HiddenExit": "Hidden exit", + "HiddenExitOtherDescription": "You are given the knowledge of a hidden exit from the House. Your comings and goings will not be observed by your rivals, and a hasty retreat can be made when trouble comes knocking.", + "Honor": "Honor", + "Hostile": "Hostile", + "HostileDescriptionText": "This faction will look for opportunities to hurt you so long as it does not create serious problems for them. They expect you to do the same and take precautions against you.", + "House": "House", + "HouseAlMari": "House Al-Mari", + "HouseAlMariWords": "We keep", + "HouseBastien": "House Bastien", + "HouseBastienWords": "And yet we rise", + "HouseBattalia": "House Battalia", + "HouseBattaliaWords": "Ever upon our shields", + "HouseCorvetto": "House Corvetto", + "HouseCorvettoWords": "Under our wings", + "HouseElanda": "House Elanda", + "HouseElandaWords": "Gold does not rust", + "HouseEndOfSessionXPText": "At the end of each session, for each item below, mark 1 xp (on your House sheet), for a maximum of 4 xp.", + "HouseLovell": "House Lovell", + "HouseLovellWords": "Far sight and foresight", + "HouseName": "House name", + "HousesMajor": "Houses major", + "HousesMajorWords": "Princes one, princes all", + "HousesMinor": "Houses minor", + "HousesMinorWords": "The powers behind the throne", + "HousesOfTheEsultare": "Houses of the Esultare", + "HouseStrengthsList": "Force, intelligence, magic, supply, transport, wealth", + "Hunt": "Hunt", + "HuntActionDescription": "Carefully track a target.", + "Implements": "Implements", + "ImplementsQualityDescription": "Your Arcane Implements are potent, refined, and of the highest quality to provide +1 tier.", + "ImpressiveCostume": "Impressive costume", + "ImpressiveCostumeItemDescription": "An ostentatious outfit that lets everyone know a wizard has just entered the room, for when you want to be noticed.", + "IncorruptibleUpgradeDescription": "Your retinues and colleagues all gain the loyal trait. They will never take a bribe; they will never turn on you. They will accept death before dishonor.", + "IncorruptibleUpgradeName": "Incorruptible", + "IndulgenceAndSource": "Indulgence & source", + "IndustriousUpgradeDescription": "The coterie gains one extra downtime activity to work on any long-term project or intrigue.", + "IndustriousUpgradeName": "Industrious", + "Influence": "Influence", + "Intelligence": "Intelligence", + "Interfering": "Interfering", + "InterferingDescriptionText": "This faction will look for opportunities to cause problems for you (or profit from your misfortune) so long as it causes no problems or significant cost for them. They expect the same from you.", + "InTheKnowUpgradeDescription": "The coterie gains an informant who is incredibly knowledgeable in one subject. What is it?", + "InTheKnowUpgradeName": "In the know", + "Ishana": "Ishana", + "Italics": "Italics", + "ItemName": "Item name", + "Items": "Items", + "Jian": "Jian", + "KeyBond1": "__ and I once worked at cross purposes. I hope they do not bear a grudge.", + "KeyBond2": "I've often found myself apologizing for __. No matter the gaffe, I'll smooth it out.", + "KeyBond3": "__ is my rock. When the plan goes awry, I can count on them.", + "KeyBond4": "__ is rash and reckless. I will teach them discretion.", + "KeyBond5": "I sponsored __ into the House. They must excel or both of us will suffer.", + "KeyBond6": "__ and I burned many bridges together to rise this far. We share a common enemy.", + "KeyPlaybookDescription": "A social mastermind, able to craft arguments and devices with ease.", + "KeyPlaybookName": "The Key", + "KeySpecialArmorDescription": "Resist a complication related to suspicion or persuassion for you or your coterie (when you are present).", + "KeyXPTrigger1": "You addressed a challenge with expertise", + "KeyXPTrigger2": "and/or calculation.", + "KissBond1": "__ and I met when they were very young, I wonder if they even remember.", + "KissBond2": "My laugh is infectious, but __ is immune. Perhaps they do not get the joke?", + "KissBond3": "__ will claim a great treasure of the old world. I will steal it from them.", + "KissBond4": "When I feel that I am all lies and magic, __ reminds me that I am also human.", + "KissBond5": "Among this city of deceit, __'s heart shines like a beacon. I will bask in that glow.", + "KissBond6": "__, like I, is not quite what they appear. Though it be hidden well, I will learn their truth.", + "KissIronWeaknessDescription": "You are Harmed by iron. A genetic quirk much like an allergy. Prolonged exposure to iron increases the level of Harm you take.", + "KissPlaybookDescription": "A fae-touched charmer and magical manipulator.", + "KissPlaybookName": "The Kiss", + "KissSpecialArmorDescription": "Resist a complication related to lies or deception for which you are present.", + "KissXPTrigger1": "You addressed a challenge with fae power", + "KissXPTrigger2": "and/or control.", + "KnackBond1": "__ has seen my magic go awry. I think they mistrust my talent.", + "KnackBond2": "__ and I are the only ones who can see and speak to my familiar spirit.", + "KnackBond3": "I need __ to keep me grounded. They remind me I am still human.", + "KnackBond4": "__ is not so blunt as they appear. With my tutelage they could become a Knack.", + "KnackBond5": "Jealousy does not become __ but still they covet my power.", + "KnackBond6": "__ knew my mentor, perhaps better than I ever did.", + "KnackPlaybookDescription": "A magical expert, gifted with arcane power and knowledge of the hidden world.", + "KnackPlaybookName": "The Knack", + "KnackSpecialArmorDescription": "Resist a complication related to magic cast against against you or your coterie (when you are present).", + "KnackXPTrigger1": "You addressed a challenge with arcane knowledge", + "KnackXPTrigger2": "and/or power", + "LadysFavor": "Ladys favor", + "Lantern": "Lantern", + "LanternItemDescription": "An oil lantern, simple or ornate.", + "LargeWeapon": "A Large weapon", + "LargeWeaponItemDescription": "A two-handed weapon such as a battle ax or hunting rifle.", + "Lead": "Lead", + "Leonato": "Leonato", + "Level1HarmPenalty": "Less effect", + "Level2HarmPenalty": "-1D", + "Level3HarmPenalty": "Need help", + "Limited": "Limited", + "Load": "Load", + "Loaded": "Loaded", + "LongTermObjectives": "Long-Term Objectives", + "Look": "Look", + "Lost": "Lost", + "LovellXPTrigger": "You overcame an obstacle with secrets or discenment.", + "Lucius": "Lucius", + "LuckCharm": "Luck charm", + "LuckCharmItemDescription": "A small, personal charm that can be used to bring a little luck to a situation.", + "Lucky": "Lucky", + "Maestra": "Maestra", + "Magic": "Magic", + "Maneuver": "Maneuver", + "ManeuverActionDescription": "Traverse quickly and skillfully.", + "MasterKeysUpgradeDescription": "The Lower wards of the city are as open to you as empty streets. They cannot keep you out.", + "MasterKeysUpgradeName": "Master keys", + "Meifeng": "Meifeng", + "Mind": "Mind", + "MindResistanceDescription": "Resist consequences from deception or understanding.", + "MindTrainingDescription": "You gain access to facilities for rigorous study and private tutors. Training downtime actions provide +1 experience for the Mind xp track.", + "Moon": "Moon", + "Name": "Name", + "NameAndAlias": "Name & alias", + "Neutral": "Neutral", + "NoHarm": "No harm", + "Normal": "Normal", + "Notes": "Notes", + "NotSet": "Not set", + "NumberOfAttributes": "Number of attributes", + "NumberOfDice": "Number of dice", + "NumberOfPCStressBoxes": "Number of PC stress boxes", + "NumberOfSkillsInAttribute": "Number of skills in attribute", + "OnlyToGM": "Only to GM", + "OpenHeartsToOpenEyesUpgradeDescription": "When you serve the people of Ilrien, you take -2 exposure on any Engagement or an additional point of favor.", + "OpenHeartsToOpenEyesUpgradeName": "Open hearts to open eyes", + "Or": "Or", + "Others": "Others", + "OtherworldlyCharm": "Otherworldly charm", + "OtherworldlyCharmItemDescription": "Once per errand you can distract or beguile someone with your charm and demeanor.", + "OutsidersWords": "On the outside, looking in", + "Owyn": "Owyn", + "Paramour": "Paramour", + "PCEndOfSessionXPText": "At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute), for a maximum of 4 xp.", + "PCXPTrigger1": "You expressed your beliefs, drives, heritage, or background.", + "PCXPTrigger2": "You struggled with issues from your indulgences or scandals.", + "Perk": "Perk", + "Physician": "Physician", + "Piero": "Piero", + "PlanningAndLoad": "Planning & Load", + "Playbook": "Playbook", + "PlaybookAbility_AGoodNameDescription": "When you push yourself in social engagements, while consorting or swaying, you can gain both +1 effect and +1d, instead of one or the other.", + "PlaybookAbility_AGoodNameName": "A good name", + "PlaybookAbility_ArtfulTrespassDescription": "You gain +1d to Survey rolls to notice security measures, locks, guards, alarms, and so on. You also gain an additional Gather Information question: What are they trying to keep me out of? You gain +1d on the engagement roll for acting on that information.", + "PlaybookAbility_ArtfulTrespassName": "Artful trespass", + "PlaybookAbility_AttentionToDetailDescription": "You are a stickler for details. Take +1d to your roll when working on a long-term project. You can also push yourself to ignore the drawback of a crafted device (unreliable, volatile, et cetera).", + "PlaybookAbility_AttentionToDetailName": "Attention to detail", + "PlaybookAbility_BadReputationDescription": "Sometimes a bad reputation is a good thing. Treat any social roll as a Consort when dealing with the wrong sort. Explain how they have hear of you, or know you.", + "PlaybookAbility_BadReputationName": "Bad reputation", + "PlaybookAbility_BaitedAndSetDescription": "You are a master planner. Gain one free flashback, and take +1 effect when setting or having set a trap.", + "PlaybookAbility_BaitedAndSetName": "Baited and set", + "PlaybookAbility_BargainAndBalanceDescription": "When someone takes physical harm, you can resist it on their behalf with Spirit, after the fact. Take stress and the benefit of the resistance as normal (even if the harm has already been resisted), and absorb their injury. Remove the harm from their harm tracker and add it to yours.", + "PlaybookAbility_BargainAndBalanceName": "Bargain and balance", + "PlaybookAbility_BetterLuckyThanGoodDescription": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences of the action.", + "PlaybookAbility_BetterLuckyThanGoodName": "Better lucky than good", + "PlaybookAbility_BetterToBeAtTigerThanAManDescription": "When ambushed, you gain +1 effect to all actions during a flashback, and your first flashback costs no stress.", + "PlaybookAbility_BetterToBeAtTigerThanAManName": "Better to be a tiger than a man", + "PlaybookAbility_BleedingLoveDescription": "You are haunted by a past companion or lover. It is tethered to you, both helping and tormenting. Choose 2 of the following features: It can manifest to interact with the environment - You can see through its eyes - It can lend you its knowledge. Also choose 2 of the following natures: Wrathful, Jealous, Forlorn. You cannot take a living paramour.", + "PlaybookAbility_BleedingLoveName": "Bleeding love", + "PlaybookAbility_BloodyButUnbowedDescription": "You ignore the effects of all level 12 harm penalties while dueling or engaging in combat. When you push yourself to ignore level 3 harm penalties, it only takes 1 stress (not 2).", + "PlaybookAbility_BloodyButUnbowedName": "Bloody but unbowed", + "PlaybookAbility_CallTheTargetDescription": "Yopu suffer no tier disadvantage when you engage in ranged comabt.", + "PlaybookAbility_CallTheTargetName": "Call the target", + "PlaybookAbility_CodeDuelloDescription": "Your challenges carry the weight of your House. When you deliver a challenge for formal combat, your enemy cannot refuse. Take an addition xp trigger: Did you answer a challege to your honor?", + "PlaybookAbility_CodeDuelloName": "Code Duello", + "PlaybookAbility_DontMakeMeCarryYouDescription": "Aid another to ignore level 3 harm. Through yelling abuse or gentle reassurances, you rally a coterie member, allowing them to ignore all non-fatal harm and harm penalties, as long as you are with them.", + "PlaybookAbility_DontMakeMeCarryYouName": "Don't make me carry you", + "PlaybookAbility_ExpertiseDescription": "Due to careful planning during downtime, you may give yourself or a coterie member one extra downtime activity. If you do not use this feature during your downtime, you may use it during the next errand to flashback without costing stress.", + "PlaybookAbility_ExpertiseName": "Expertise", + "PlaybookAbility_FascinateDescription": "You gain +1 effect when commanding attention magically. Your coterie gains +1d to the next action they take while attention is drawn to you.", + "PlaybookAbility_FascinateName": "Fascinate", + "PlaybookAbility_ForesightDescription": "Twice per errand, you may assist a teammate without paying stress. Describe how you've prepared for it.", + "PlaybookAbility_ForesightName": "Foresight", + "PlaybookAbility_GapInTheArmorDescription": "When you Survey you may push yourself to find a weakness in an argument, gesture, or evasion, and seize an advantage. Take +1d and +1 effect to the next roll that takes advantage of this information, this bonus may be given to coterie member.", + "PlaybookAbility_GapInTheArmorName": "Gap in the armor", + "PlaybookAbility_GlamourDescription": "You can push yourself to take on the appearance of someone else temporarily. If you do not spend time studying the person you're imitating, anyone who knows them well will become suspicious of you upon inspection.", + "PlaybookAbility_GlamourName": "Glamour", + "PlaybookAbility_HellHoldsNoSurprisesDescription": "You are a construct of dark dreams and bad memories and cannot be frightened. Also gain +1 stress box.", + "PlaybookAbility_HellHoldsNoSurprisesName": "Hell holds no surprises", + "PlaybookAbility_HonorGuardDescription": "Your formal training allows you the privilege of wearing your weapons openly anywhere, without repercussions. When Commanding others to act or stand fast, take +1d.", + "PlaybookAbility_HonorGuardName": "Honor Guard", + "PlaybookAbility_HouseGuardDescription": "When you protect a member of your coterie, you resist with +1 d. When you take harm, clear 1 stress.", + "PlaybookAbility_HouseGuardName": "House Guard", + "PlaybookAbility_IKnowThisTuneDescription": "You can always tell when someone is lying to you.", + "PlaybookAbility_IKnowThisTuneName": "I know this tune", + "PlaybookAbility_ImmortalToleranceDescription": "Over the years you have intoxicated yourself in a myriad of creative ways. As a result, intoxicants and poisons always have limited effect on you.", + "PlaybookAbility_ImmortalToleranceName": "Immortal tolerance", + "PlaybookAbility_InfiltratorDescription": "You are not affected by quality or tier when you bypass any security measure.", + "PlaybookAbility_InfiltratorName": "Infiltrator", + "PlaybookAbility_InMyShadowDescription": "When you lead a group action Skulk, you cannot take more than 1 stress, regardless of the number of failed rolls.", + "PlaybookAbility_InMyShadowName": "In my shadow", + "PlaybookAbility_InvocationDescription": "You may push yourself to speak a curse, Channeling arcane power and turinging it against anyone in the area vulnerable to your assault. You may spend 1 stress for each additional feature: The damage is elemental (fire, lightning, acid, frost, et cetera) in nature - It affects objects as well as people - You and anyone you choose get +2d to resist the effects - You cast subtly enough to avoid notice.", + "PlaybookAbility_InvocationName": "Invocation", + "PlaybookAbility_LeaveNoGroundDescription": "Gain a new Gather Information question: Where do they feel safe? Take +1d to engagement rolls when you act on that information. When you engage in an errand on hostile ground, you cannot begin in a desperate position.", + "PlaybookAbility_LeaveNoGroundName": "Leave no ground", + "PlaybookAbility_LentSkinDescription": "Leveraging the connection to nature granted by your fae ancestor, you alter your natural form to take on aspects of other creatures. You may push yourself and take one of the following: an animal aspect tied to motion (the fins of a fish, the grip of a gecko, et cetera) - an animal aspect useful in combat (the claws of a tiger, the fangs of a viper, et cetera) - an animal aspect useful in investigation (a wolf 's nose, an eagle's eyes, et cetera)\nAlternatively, you may pay five stress and assume the full form of an animal.", + "PlaybookAbility_LentSkinName": "Lent skin", + "PlaybookAbility_LikeCallsToLikeDescription": "You always know when a sprite or nature spirit is present. Take +1d whenever you gather information about them by any means.", + "PlaybookAbility_LikeCallsToLikeName": "Like calls to like", + "PlaybookAbility_LikeWaterDescription": "When you attack from hiding or spring a trap, take +1d. When there's a question of who acts first, the answer is you.", + "PlaybookAbility_LikeWaterName": "Like water", + "PlaybookAbility_LivingTheDreamDescription": "When you indulge duing downtime, you may adjust the dice outcome by +/- 2. Any coterie member who joins you may do the same.", + "PlaybookAbility_LivingTheDreamName": "Living the dream", + "PlaybookAbility_NaturalSummoningDescription": "You know the olde symbols required to draw summoning circles and beg the indulgence of sprites and other nature spirits. You can create new summoning circles as long-term projects. Begin with one summoning circle known. What are you summoning? What does this summoned creature want in exchange for its help?Without this special ability, a summoned creature will be inclined to refuse service, and may even become angered by your summoning. To summon, use the rules provided for Rituals (see page 146).", + "PlaybookAbility_NaturalSummoningName": "Natural summoning", + "PlaybookAbility_OpenMindDescription": "You are always aware when the supernatural draws near, or when arcane power builds in your vicinity. Take +1d on your next action roll when acting on that knowledge.", + "PlaybookAbility_OpenMindName": "Open mind", + "PlaybookAbility_PartyCrasherDescription": "Once per errand, any flashbacks where you have arranged a distraction or employed mayhem costs no stress. When drawing attention to yourself, take +1 effect.", + "PlaybookAbility_PartyCrasherName": "Party crasher", + "PlaybookAbility_PoisonersBladeDescription": "Your Ancient Weapon is designed to hold a single vial of your choice. When triggered, the vial opens and the contents are channeled down the blade. The next thing to be wounded takes the effect of the compound in addition to any harm. You always have one vial of Slake. Craft, create, or acquire other poisons and compounds as normal.", + "PlaybookAbility_PoisonersBladeName": "Poisoner's Blade", + "PlaybookAbility_PredatorDescription": "Take +1d to rolls against weakened or vulnerable targets. Whenever you gather information on a weakness or vulnerability, the worst you can get is 4/5.", + "PlaybookAbility_PredatorName": "Predator", + "PlaybookAbility_PryDescription": "Add to your list of gather information questions: What are they thinking right now? You magically intuit another person's thoughts without consequence, gaining +1d to the engagement roll when you act upon this information. Pry can also be used during an errand, though it can create complications.", + "PlaybookAbility_PryName": "Pry", + "PlaybookAbility_RendTheWeaveDescription": "When you prepare a space with arcane reagents, it tears the fabric of the magical weave. Channeling in the area becomes impossible or unbelievably potent, your choice.", + "PlaybookAbility_RendTheWeaveName": "Rend the weave", + "PlaybookAbility_SaboteurDescription": "When you Wreck, your work is quieter than it should be, and the damage is well-hidden from casual inspection.", + "PlaybookAbility_SaboteurName": "Saboteur", + "PlaybookAbility_ScryingDescription": "Spend 1 stress to remotely view a distant place or person tied to you in some intimate way. Spend 1 stress for each extra feature: You see what happened in the past - Your target can also see and hear you - You may use something connected to the target as a focus rather than an intimate tie.", + "PlaybookAbility_ScryingName": "Scrying", + "PlaybookAbility_ShadowDescription": "You may push yourseld to perform an act of stealth or athletics which borders on the superhuman.", + "PlaybookAbility_ShadowName": "Shadow", + "PlaybookAbility_SharpshooterDescription": "Push yourself to do one of the following: make a trick shot, disarm someone, make a ranged attack at extreme distance, or unlease a barrage of rapid fire to supress your target. you retain the effects of pushing yourself.", + "PlaybookAbility_SharpshooterName": "Sharpshooter", + "PlaybookAbility_SkeletonKeyDescription": "Push yourself and roll your best action rating while performing a different action. Say how you adapt your skill to this use.", + "PlaybookAbility_SkeletonKeyName": "Skeleton key", + "PlaybookAbility_StoryCollectorDescription": "You have passed the centuries consuming tomes, conversing with intellectuals, and growing your knowledge. You gain +1d when trying to recall the details of something you once read or heard.", + "PlaybookAbility_StoryCollectorName": "Story collector", + "PlaybookAbility_TerrifyingDescription": "You have an air of menace and danger obvious to even the most unobservant. You gain +1 effect when trying to intimidate someone. If done immediately after a show of force, also take +1d.", + "PlaybookAbility_TerrifyingName": "Terrifying", + "PlaybookAbility_TheFaerieReelDescription": "You can enchant others with song. When you play, push yourself to Channel and compel your target to dance until either released by you or exhaustion takes them\nChoose your instrument: Voice, finger cymbals, tambourine, a small flute or pipe, et cetera.", + "PlaybookAbility_TheFaerieReelName": "The faerie reel", + "PlaybookAbility_TheLordsCharmDescription": "Take +1 effect to Consort with someone when your purpose is to get them to break the rules or wreck something.", + "PlaybookAbility_TheLordsCharmName": "The Lord's chant", + "PlaybookAbility_TheOldeTongueDescription": "You know the secret methods of consorting with creatures and paranormal entities no matter how wild or feral they are. You gain +1 effect when communicating with anything non-human.", + "PlaybookAbility_TheOldeTongueName": "The olde tongue", + "PlaybookAbility_ToxicLoveDescription": "You can push yourself to secrete a mild poison or aphrodisiac through your skin.", + "PlaybookAbility_ToxicLoveName": "Toxic love", + "PlaybookAbility_TriageDescription": "Patch yourself or someone else up, allowing them to ignore one level of harm penalty for the remainder of the errand. Does not work on anyone who has suffered fatal harm. Each PC can only benefit from Triage once per errand.", + "PlaybookAbility_TriageName": "Triage", + "PlaybookAbility_UnderTheRugDescription": "During downtime, you get +1 effect when you reduce exposure, and your shame level counts as 1 less for the purpose of entanglements so long as you explain the situation to your superiors.", + "PlaybookAbility_UnderTheRugName": "Under the rug", + "PlaybookAbility_UnstoppableDescription": "You may push yourself to accomplish a feat of speed or endurance that borders on the superhuman, eg. engage a small groupo on equal footing.", + "PlaybookAbility_UnstoppableName": "Unstoppable", + "PlaybookAbility_UponANeedleDescription": "You are sure-footed and gain +1 effect when balance or grace is an issue, such as navigating difficult terrain (or a dance floor).", + "PlaybookAbility_UponANeedleName": "Upon a needle", + "PlaybookAbility_ValorBeyondDeathDescription": "When you max out your stress tracker or take level 4 harm, you are not immediately removed from the fight. You may stay and aid your coterie as long as they assist you, or until you push yourself to take one last action. You also gain +1 shatter box to fill before you must sleep.", + "PlaybookAbility_ValorBeyondDeathName": "Valor beyond death", + "PlaybookAbility_VengefulDescription": "Gain an additional xp trigger Did you get payback against someone who harmed you, your House, Coterie, or someone you care about? If your coterie helped you get payback, also mark coterie xp. In addition, you gain +1 effect when acting to harm someone who has personally wronged you.", + "PlaybookAbility_VengefulName": "Vengeful", + "PlaybookAbility_VeteranDescription": "Choose a special ability from another playbook.", + "PlaybookAbility_VeteranName": "Veteran", + "PlaybookAbility_VoidBladeDescription": "You can push yourself to imbue your Ancient Weapon with arcane energy. You cut through stone and steel like butter. Take +1 effect when you engage a foe.", + "PlaybookAbility_VoidBladeName": "Void blade", + "Position": "Position", + "PreparedUpgradeDescription": "You gain 2 free load for weapons and tools for violence.", + "PreparedUpgradeName": "Prepared", + "PrivateApartments": "Private apartments", + "PrivateApartmentsOtherDescription": "You are given apartments within the House proper, granting a measure of safety and security away from those who mean you ill.", + "PrivateLibrary": "Private library", + "PrivateLibraryOtherDescription": "You gain access to a research space filled with biographies of noble families, local and world histories, arcane compendia, bestiaries, civic plans, and other needful volumes. Gathering Information on the subject of an errand in the Private Library grants +1d on a related engagement roll.", + "ProjectClock": "Project clock", + "Protect": "Protect", + "PushYourself": "Push yourself", + "Quality": "Quality", + "QuestionableContactsUpgradeDescription": "The coterie can always find who has what they need. The price, however, is negotiable.", + "QuestionableContactsUpgradeName": "Questionable contacts", + "Reach": "Reach", + "RedCrow": "Red Crow", + "Reputations": "Reputations", + "Reset": "Reset", + "ResistanceDescription": "Resistance description", + "ResistanceRollExplanation": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "ResistsAConsequenceWith": "Resists a consequence with", + "Retinue": "Retinue", + "RetinueLevel1HarmDescription": "Weakened: Reduced effect.", + "RetinueLevel2HarmDescription": "Impaired: Operates with reduced quality (-1d).", + "RetinueLevel3HarmDescription": "Broken: Can't do anything until they recover.", + "RetinueLevel4HarmDescription": "Dead: The retinue or colleague is destroyed.", + "RetinuesAndColleagues": "Retinues & colleagues", + "RignollesRovers": "Rignolle's Rovers", + "Risky": "Risky", + "RitualImplements": "Ritual implements", + "RitualImplementsItemDescription": "You have a set of tools unique to you, for the purpose of casting ritual magic. You decide what is in your kit.", + "RitualSpace": "Ritual space", + "RitualSpaceOtherDescription": "You are given a private sanctum within which to work all manner of magical experiments or Rituals. All Rituals undertaken in the Ritual Space gain +1 Arcane Magnitude and can reduce the consequences of their Magnitude Effect by 1 level.", + "RollFortune": "Roll fortune", + "Rolls": "Rolls", + "RollsFortune": "Rolls fortune", + "SanctumSanctorumUpgradeDescription": "The coterie gains access to the House's Arcane Sanctum. Take +1 clock tick any time the coterie researches or +1d when the coterie performs a ritual.", + "SanctumSanctorumUpgradeName": "Sanctum sanctorum", + "Scale": "Scale", + "ScandalList": "Sentimental, wicked, grasping, false, gauche, jealous, faithless, fragile", + "Scandals": "Scandals", + "Sean": "Sean", + "SecondSingleShotPistol": "Another pistol", + "SecondSingleShotPistolItemDescription": "Two single shot pistols", + "select": "Select", + "SelectClockSize": "Select clock size", + "SelectSize": "Select size", + "SelectStyle": "Select style", + "SetUp": "Set up", + "Shame": "Shame", + "ShatterList": "Detached, uncanny, vengeful, insatiable, morose, destructive, obsessed, territorial", + "Shatters": "Shatters", + "SheetSettings": "Sheet settings", + "ShowGMTurnRollsTo": "Show GM turn rolls to", + "SingleShotPistol": "Single Shot Pistol", + "SingleShotPistolItemDescription": "A heavy ranged weapon, devastating at 20 paces, but slow to reload.", + "Skirmish": "Skirmish", + "SkirmishActionDescription": "Entangle a target in combat.", + "Skulk": "Skulk", + "SkulkActionDescription": "Move carefully so as to avoid notice.", + "Sleight": "Sleight", + "SlyContractsUpgradeDescription": "When you hire a colleague from the Courtier school of training they function as 1 tier higher.", + "SlyContractsUpgradeName": "Sly contracts", + "Social": "Social", + "SocialPlanDetailText": "Connection", + "SomethingDestructive": "Something destructive", + "SomethingDestructiveItemDescription": "Dealer's choice.", + "Soraya": "Soraya", + "Special": "Special", + "SpecialAbilities": "Special abilities", + "SpecialArmor": "Special armor", + "SpecialFeature": "Special feature", + "SpecialPermissions": "Special permissions", + "SphereOfInfluence": "Sphere of influence", + "SpheresOfInfluence": "Spheres of influence", + "Spirit": "Spirit", + "SpiritResistanceDescription": "Resist consequences from mental strain or willpower.", + "SpiritTrainingDescription": "You are awarded elocution and etiquette lessons or acquire dusty tomes, as you prefer. Training downtime actions provide +1 experience for the Spirit xp track.", + "Standard": "Standard", + "Stats": "Stats", + "Status": "Status", + "Stealth": "Stealth", + "StealthPlanDetailText": "Entry point", + "Strengths": "Strengths", + "Stress": "Stress", + "Study": "Study", + "StudyActionDescription": "Scrutinize details and interpret evidence.", + "SubterfugeSupplies": "Subterfuge supplies", + "SubterfugeSuppliesItemDescription": "Stage makeup and costumes. Blank documents and forged identifications.", + "SubTitle": "Subtitle", + "Supplies": "Supplies", + "SuppliesQualityDescription": "Procured from the costliest and most convincing of sellers, your Subterfuge Supplies provide +1 tier.", + "Supply": "Supply", + "Survey": "Survey", + "SurveyActionDescription": "Observe the situation and anticipate outcomes.", + "Sway": "Sway", + "SwayActionDescription": "Influence with guile, charm, or argument.", + "SwordsWithoutNumberUpgradeDescription": "When you hire a retinue of Blades it functions as 1 tier higher.", + "SwordsWithoutNumberUpgradeName": "Swords without number", + "Take2Stress": "Take 2 stress", + "TakeA": "Take a", + "Teamwork": "Teamwork", + "TheArboristGuild": "The Arborist Guild", + "TheBakersGuild": "The Bakers' Guild", + "TheBankOfBrassAndBone": "The Bank Of Brass And Bone", + "TheBlueDevils": "The Blue Devils", + "TheBravo": "The Bravo", + "TheBrizolattoFamily": "The Brizolatto Family", + "TheBroadsheets": "The Broadsheets", + "TheBuskin": "The Buskin", + "TheCityWatch": "The City Watch", + "TheCollegeOfSatire": "The College Of Satire", + "TheCouth": "The Couth", + "TheCurse": "The Curse", + "TheDauntingParlorUpgradeDescription": "The coterie gains access to the House's private negotiation rooms. When you negotiate terms in these rooms, do so with +1d.", + "TheDauntingParlorUpgradeName": "The daunting parlor", + "TheDeadWatchers": "The Dead Watchers", + "TheDockers": "The Dockers", + "TheEye": "The Eye", + "TheFirstCourt": "The First Court", + "TheFortunadoTradeFederation": "The Fortunado Trade Federation", + "TheFounder": "The Founder", + "TheGondoliers": "The Gondoliers", + "TheGraces": "The Graces", + "TheGrandCouncil": "The Grand Council", + "TheHawk": "The Hawk", + "TheIronmongers": "The Ironmongers", + "TheKey": "The Key", + "TheKiss": "The Kiss", + "TheKnack": "The Knack", + "TheLadysBlessingUpgradeDescription": "The coterie gains one additional die to roll at any time during an engagement. You may choose to use this to improve your engagement roll itself, if you like.", + "TheLadysBlessingUpgradeName": "The Lady's blessing", + "TheLadysKiss": "The Lady's kiss", + "TheLadysKissItemDescription": "A powerful charm that protects against supernatural threats.", + "TheLedgerUpgradeDescription": "The coterie gains access to the House's ledgers of good turns and kindly deals. When you consult the ledger about a House Minor, roll 1d. 1-3: Whatever good turns you find are either paid in full or otherwise woefully antiquated. 4/5: They will try and help you, but probably won't go out of their way. 6: They are obliged to help. Take +1d to an engagement role with their assistance.", + "TheLedgerUpgradeName": "The ledger", + "TheMercies": "The Mercies", + "TheMotley": "The Motley", + "TheOutsiders": "The outsiders", + "ThePerfectEnsemble": "The perfect ensemble", + "ThePerfectEnsembleItemDescription": "No matter the occasion, you have the perfect outfit to blend in or stand out as you require. Your wardrobe is always in fashion, always in season, and completely unique in Ilrien. Do you seek out new fashions in Ilrien, or like you, does your wardrobe carry the mark of the Fae?", + "ThePrinceOfTatters": "The Prince Of Tatters", + "TheRightToolForTheJobUpgradeDescription": "Gain +2 free load to be spent on tools (burglary gear, tinkering tools, demolition tools, et cetera).", + "TheRightToolForTheJobUpgradeName": "The right tool for the job", + "TheScholamNaturalis": "The Scholam Naturalis", + "TheSevenfoldVeils": "The Sevenfold Veils", + "TheSignora": "The Signora", + "TheTenHammerRegulars": "The Ten Hammer Regulars", + "TheTramps": "The tramps", + "TheTwistJacks": "The twist jacks", + "TheUnburnt": "The Unburnt", + "TheUncouth": "The uncouth", + "ThoroughbredsUpgradeDescription": "You are granted access to the House's stables. You can get anywhere in the city much faster than your rivals and few can stand against a charge of Battalia chevaliers.", + "ThoroughbredsUpgradeName": "Thoroughbreds", + "ThrowingKnives": "Throwing knives", + "ThrowingKnivesItemDescription": "Typically small and well-balanced. Dangerous at 20 paces.", + "Tier": "Tier", + "Tier0RetinueScaleDescription": "Aides (1-2 people)", + "Tier1RetinueScaleDescription": "Small (3-11 people)", + "Tier2RetinueScaleDescription": "Medium (12+ people)", + "Tier3RetinueScaleDescription": "Large (20+ people)", + "Tier4RetinueScaleDescription": "Huge (40+ people)", + "Tier5RetinueScaleDescription": "Massive (80+ people)", + "Tinker": "Tinker", + "TinkerActionDescription": "Fiddle with devices and mechanisms.", + "Title": "Title", + "Tools": "Tools", + "ToolsQualityDescription": "The mechanical advantage and ingenious design of your Demolition Tools provide +1 tier.", + "ToTheLastManUpgradeDescription": "When you hire a retinue of Blades it functions as 1 tier higher.", + "ToTheLastManUpgradeName": "To the last man", + "Training": "Training", + "Transport": "Transport", + "TransportPlanDetailText": "Route", + "TraumaTypes": "Trauma types", + "Type": "Type", + "UncouthWords": "Never invited, always there", + "UniqueUpgrades": "Unique upgrades", + "UniversalItemsList": "Universal items list", + "UniversalUpgrades": "Universal upgrades", + "UpgradeName": "Upgrade name", + "VigilantUpgradeDescription": "The coterie gains access to detailed maps of old smugglers tunnels and catacombs. You know every avenue of entry into the city, and how best to defend them.", + "VigilantUpgradeName": "Vigilant", + "Vincenzo": "Vincenzo", + "War": "War", + "WarDescriptionTextParagraph1": "This faction will go out of its way to hurt you even if it's not in their best interest to do so. They expect you to do the same and take precautions against you.", + "WarDescriptionTextParagraph2": "When you are at war with any number of factions, your crew suffers +1 exposure from errands, and PC's get only one downtime action rather than two. You can end a war by eliminating your enemy or by negotiating a mutual agreement to estrablish a new status rating.", + "Wealth": "Wealth", + "Weapons": "Weapons", + "WeaponsQualityDescription": "Forged and fashioned to suit your particular needs, all Weapons provide +1 tier.", + "WellArmedUpgradeDescription": "The coterie gains access to the House's armories. All weapons grant +1 effect.", + "WellArmedUpgradeName": "Well-armed", + "Workspace": "Workspace", + "WorkspaceOtherDescription": "You are given a private work area equipped with the tools and materials to suit a talented craftsperson. All long-term project rolls made in your Workspace gain +1d.", + "Wreck": "Wreck", + "WreckActionDescription": "Utiize overwhelming force against a person or object.", + "Wren": "Wren", + "Xie": "Xie", + "XPTriggerDescription": "XP trigger description", + "XPTriggers": "XP triggers", + "Zero": "Zero", + "ZeroDice": "Zero dice", + "ZeroDiceDescription": "Take the lowest of the two dice" +} \ No newline at end of file diff --git a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html index 05f27f086b..52b0259248 100644 --- a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html +++ b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html @@ -537,7 +537,7 @@
- +
diff --git a/Genefunk 2090/translations/ja.json b/Genefunk 2090/translations/ja.json index 552fbbf761..fef26bd87a 100644 --- a/Genefunk 2090/translations/ja.json +++ b/Genefunk 2090/translations/ja.json @@ -1,198 +1,198 @@ { - "core": "core", - "character name": "character name", - "class and level": "class and level", - "genome": "genome", - "cadre": "cadre", - "experience points": "xp", - "backgrounds": "backgrounds", - "appearance": "appearance", - "strength abbreviation": "str", - "score": "score", + "core": "コア", + "character name": "キャラクター名", + "class and level": "クラスとレベル", + "genome": "ゲノム", + "cadre": "カードル", + "experience points": "XP", + "backgrounds": "背景", + "appearance": "外観", + "strength abbreviation": "筋力", + "score": "スコア", "mod": "修正値", - "save": "save", - "proficiency abbreviation": "prof", - "dexterity abbreviation": "dex", - "constitution abbreviation": "con", - "intelligence abbreviation": "int", - "wisdom abbreviation": "wis", - "charisma abbreviation": "cha", + "save": "セーブ", + "proficiency abbreviation": "習熟", + "dexterity abbreviation": "敏捷力", + "constitution abbreviation": "耐久力", + "intelligence abbreviation": "知力", + "wisdom abbreviation": "判断力", + "charisma abbreviation": "魅力", "proficiency bonus": "習熟ボーナス", - "strength skills": "strength skills", + "strength skills": "筋力技能", "expertise abbreviation": "exp", - "athletics": "athletics", - "dexterity skills": "dexterity skills", - "acrobatics": "acrobatics", - "drive": "drive", - "sleight of hand": "sleight of hand", - "stealth": "stealth", - "intelligence skills": "intelligence skills", - "bureaucracy": "bureaucracy", - "computers": "computers", - "investigation": "investigation", - "life science": "life science", - "mechanics": "mechanics", - "physical science": "physical science", - "social science": "social science", - "streetwise": "streetwise", - "insight": "insight", - "perception": "perception", - "survival": "survival", - "deception": "deception", - "intimidation": "intimidation", - "performance": "performance", - "persuasion": "persuasion", - "wisdom skills": "wisdom skills", - "charisma skills": "charisma skills", - "passive perception": "passive perception", - "passive insight": "passive insight", + "athletics": "運動", + "dexterity skills": "敏捷力技能", + "acrobatics": "軽業", + "drive": "運転", + "sleight of hand": "手先の早業", + "stealth": "隠密", + "intelligence skills": "知力技能", + "bureaucracy": "官僚制度", + "computers": "コンピュータ", + "investigation": "調査", + "life science": "生命科学", + "mechanics": "機械学", + "physical science": "物理科学", + "social science": "社会科学", + "streetwise": "裏社会", + "insight": "洞察", + "perception": "知覚", + "survival": "生存", + "deception": "ペテン", + "intimidation": "威圧", + "performance": "演技", + "persuasion": "説得", + "wisdom skills": "判断力技能", + "charisma skills": "魅力技能", + "passive perception": "受動的知覚", + "passive insight": "受動的洞察", "senses": "感覚", - "acute olfaction": "acute olfaction", - "darkvision": "darkvision", - "macrovision": "macrovision", - "microvision": "microvision", - "penetration": "penetration", - "spectrum": "spectrum", - "initiative": "initiative", - "damage reduction": "damage reduction", - "speed": "speed", - "armor class": "armor class", - "current hit points": "current hit points", - "hit dice": "hit dice", + "acute olfaction": "鋭敏嗅覚", + "darkvision": "暗視", + "macrovision": "マクロヴィジョン", + "microvision": "マイクロヴィジョン", + "penetration": "洞察力", + "spectrum": "スペクトラム", + "initiative": "イニシアチブ", + "damage reduction": "ダメージ軽減", + "speed": "速度", + "armor class": "アーマー・クラス", + "current hit points": "現在のヒットポイント", + "hit dice": "ヒットダイス", "d8": "d8", "d10": "d10", - "d12": "d12", - "death saves": "death saves", - "death save": "death save", + "d12": "d10", + "death saves": "死亡セーヴ", + "death save": "死亡セーヴ", "Successes": "成功", "Failures": "失敗", - "maximum hit points": "maximum hit points", - "temporary hit points": "temp. hit points", - "resistances": "resistances", - "strength": "strength", - "strength save": "strength save", - "dexterity": "dexterity", - "dexterity save": "dexterity save", - "constitution": "constitution", - "constitution save": "constitution save", - "intelligence": "intelligence", - "intelligence save": "intelligence save", - "wisdom": "wisdom", - "wisdom save": "wisdom save", - "charisma": "charisma", - "charisma save": "charisma save", - "str check": "str check", - "dex check": "dex check", - "con check": "con check", - "int check": "int check", - "wis check": "wis check", - "cha check": "cha check", - "str save": "str save", - "dex save": "dex save", - "con save": "con save", - "int save": "int save", - "wis save": "wis save", - "cha save": "cha save", - "name": "name", - "attack": "attack", - "attack bonus": "attack bonus", - "range": "range", - "attack ability": "attack ability", - "save ability": "save ability", - "properties": "properties", - "description": "description", - "damage 1": "damage 1", - "damage type 1": "damage type 1", - "damage ability 1": "damage ability 1", - "critical damage 1": "critical damage 1", - "damage 2": "damage 2", - "damage type 2": "damage type 2", - "damage ability 2": "damage ability 2", - "critical damage 2": "critical damage 2", - "dc bonus": "dc bonus", + "maximum hit points": "最大ヒットポイント", + "temporary hit points": "一時的ヒットポイント", + "resistances": "抵抗", + "strength": "筋力", + "strength save": "筋力セーヴ", + "dexterity": "敏捷力", + "dexterity save": "敏捷力セーヴ", + "constitution": "耐久力", + "constitution save": "耐久力セーヴ", + "intelligence": "知力", + "intelligence save": "知力セーヴ", + "wisdom": "判断力", + "wisdom save": "判断力セーヴ", + "charisma": "魅力", + "charisma save": "魅力セーヴ", + "str check": "筋力チェック", + "dex check": "敏捷力チェック", + "con check": "耐久力チェック", + "int check": "知力チェック", + "wis check": "判断力チェック", + "cha check": "魅力チェック", + "str save": "筋力セーヴ", + "dex save": "敏捷力セーヴ", + "con save": "耐久力セーヴ", + "int save": "知力セーヴ", + "wis save": "判断力セーヴ", + "cha save": "魅力セーヴ", + "name": "名前", + "attack": "攻撃", + "attack bonus": "攻撃ボーナス", + "range": "射程", + "attack ability": "攻撃の種類", + "save ability": "セーヴ能力", + "properties": "性質", + "description": "説明", + "damage 1": "攻撃1", + "damage type 1": "攻撃タイプ1", + "damage ability 1": "攻撃能力1", + "critical damage 1": "クリティカル・ダメージ", + "damage 2": "攻撃2", + "damage type 2": "攻撃タイプ2", + "damage ability 2": "攻撃能力2", + "critical damage 2": "クリティカル・ダメージ2", + "dc bonus": "DCボーナス", "id": "id", - "damage": "damage", - "actions": "actions", - "mosaic score": "mosaic score", - "satoshi": "satoshi", - "equipment": "equipment", - "cost": "cost", - "weight": "weight", - "quantity": "quantity", - "quantity abbreviation": "qty", - "mods": "mods", - "source": "source", - "features & traits": "features & traits", + "damage": "ダメージ", + "actions": "行動", + "mosaic score": "モザイクスコア", + "satoshi": "サトシ", + "equipment": "装備", + "cost": "コスト", + "weight": "重量", + "quantity": "数量", + "quantity abbreviation": "数量", + "mods": "修正値", + "source": "ソース", + "features & traits": "特徴と特性", "dc": "dc", - "roll": "roll", - "advantage": "advantage", - "normal": "normal", - "disadvantage": "disadvantage", - "hack": "hack", - "hacks": "hacks", - "hack ability": "hack ability", - "proficiency": "proficiency", - "attack proficiency": "attack proficiency", - "save proficiency": "save proficiency", - "save type": "save type", - "1st level": "1st level", - "2nd level": "2nd level", - "3rd level": "3rd level", - "4th level": "4th level", - "5th level": "5th level", - "1st level slots": "1st level slots", - "2nd level slots": "2nd level slots", - "3rd level slots": "3rd level slots", - "4th level slots": "4th level slots", - "5th level slots": "5th level slots", - "level": "level", - "launch time": "launch time", - "duration": "duration", - "hack type": "hack type", - "injection": "injection", - "gadget": "gadget", - "craft tech": "craft tech", - "craft explosive": "craft explosive", - "bot": "bot", - "mind": "mind", - "software": "software", + "roll": "ロール", + "advantage": "有利", + "normal": "通常", + "disadvantage": "不利", + "hack": "ハック", + "hacks": "ハック", + "hack ability": "ハック能力", + "proficiency": "習熟", + "attack proficiency": "攻撃習熟", + "save proficiency": "セーヴ習熟", + "save type": "セーヴタイプ", + "1st level": "レベル1", + "2nd level": "レベル2", + "3rd level": "レベル3", + "4th level": "レベル4", + "5th level": "レベル5", + "1st level slots": "レベル1のスロット", + "2nd level slots": "レベル2のスロット", + "3rd level slots": "レベル3のスロット", + "4th level slots": "レベル4のスロット", + "5th level slots": "レベル5のスロット", + "level": "レベル", + "launch time": "起動時間", + "duration": "継続時間", + "hack type": "ハック・タイプ", + "injection": "注入", + "gadget": "ガジェット", + "craft tech": "製作:工芸品", + "craft explosive": "製作:爆発物", + "bot": "ボット", + "mind": "精神", + "software": "ソフトウェア", "none": "none", - "pc": "pc", - "npc": "npc", - "never": "never", - "always": "always", + "pc": "PC", + "npc": "NPC", + "never": "しない", + "always": "常に", "query": "query", "yes": "yes", "no": "no", - "auto damage roll": "auto damage roll", - "show character name in templates": "show character name in templates", - "add initiative tiebreaker": "add initiative tiebreaker", - "whisper rolls to gm": "whisper rolls to gm", - "carrying capacity modifier": "carrying capacity modifier", - "character type": "character type", - "size": "size", - "modification": "modification", - "ac": "ac", - "hit points": "hit points", - "skill notes": "skill notes", - "languages": "languages", - "challenge": "challenge", - "hacker level": "hacker level", - "hacking ability": "hacking ability", - "hack dc": "hack dc", - "hack attack": "hack attack", - "xp": "xp", - "skills": "skills", - "current": "current", - "max": "max", - "import": "import", - "cancel": "cancel", - "Enter the NPCs statblock here to automatically import": "Enter the NPCs statblock here to automatically import", - "confirm import, this will overwrite all data on the character": "confirm import, this will overwrite all data on the character", - "saves": "saves", - "condition immunities": "condition immunities", - "damage immunities": "damage immunities", - "damage resistances": "damage resistances", - "damage vulnerability": "damage vulnerability", - "mod drop options": "The compendium item, \"{{1}}\", has the following options:" + "auto damage roll": "自動ダメージロール", + "show character name in templates": "テンプレートにキャラクター名を表示する", + "add initiative tiebreaker": "イニシアチブのタイブレークを追加", + "whisper rolls to gm": "GMへの秘話", + "carrying capacity modifier": "最大重量修正", + "character type": "キャラクタータイプ", + "size": "サイズ", + "modification": "改造", + "ac": "AC", + "hit points": "ヒット・ポイント", + "skill notes": "スキル詳細", + "languages": "言語", + "challenge": "難易度", + "hacker level": "ハッカーレベル", + "hacking ability": "ハッキング能力", + "hack dc": "ハックDC", + "hack attack": "ハック攻撃", + "xp": "XP", + "skills": "技能", + "current": "現在", + "max": "最大", + "import": "インポート", + "cancel": "取り消し", + "Enter the NPCs statblock here to automatically import": "NPCのステータスを入力し、自動的にインポートします", + "confirm import, this will overwrite all data on the character": "インポートの確認をします。キャラクターの全てのデータが上書きされます", + "saves": "セーヴ", + "condition immunities": "状態耐性", + "damage immunities": "ダメージ耐性", + "damage resistances": "ダメージ抵抗", + "damage vulnerability": "攻撃への惰弱性", + "mod drop options": "アイテムの概要「{{1}}」には、次のオプションがあります。" } \ No newline at end of file diff --git a/Infinity-2d20/Infinity 2d20.css b/Infinity-2d20/Infinity 2d20.css index fe4ed89b1f..f9694ac5c6 100644 --- a/Infinity-2d20/Infinity 2d20.css +++ b/Infinity-2d20/Infinity 2d20.css @@ -1,224 +1,1125 @@ -/* === GENERAL === */ +/* #region WHOLE-SHEET USE */ + +@font-face { + font-family: 'Orbitron'; + font-style: normal; + font-weight: 400; + src: url(https://fonts.gstatic.com/s/orbitron/v25/yMJMMIlzdpvBhQQL_SC3X9yhF25-T1nyGy6BoWgz.woff2) format('woff2'); + } + .charsheet { - min-width: 820px; -} - -.sheet-header-fight { - margin-bottom: 2px; - padding: 1px 2px; - - background: #00008B -; + min-height: 100%; + font-family: 'Arial'; color: white; - font-weight: bold; + font-size: 14px; + /* Permalink - use to edit and share this gradient: http://colorzilla.com/gradient-editor/#c64027+0,193d57+18,20364e+83,0e202e+99 */ + background: #c64027; /* Old browsers */ + background: -moz-linear-gradient(top, #c64027 0%, #193d57 18%, #20364e 83%, #0e202e 99%); /* FF3.6-15 */ + background: -webkit-linear-gradient(top, #c64027 0%,#193d57 18%,#20364e 83%,#0e202e 99%); /* Chrome10-20,Safari5.1-6 */ + background: linear-gradient(to bottom, #c64027 0%,#193d57 18%,#20364e 83%,#0e202e 99%); /* W3C, IE10+, FF16+, Chrome26+, Opera20+, Safari7+ */ + filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#c64027', endColorstr='#0e202e',GradientType=0 ); /* IE6-9 */ } -.sheet-header { - margin-bottom: 4px; - padding: 2px 4px; - - background: #00008B -; - color: white; - font-weight: bold; +.width-half { + width: 50%; } -.sheet-section { - float: left; - width: 100%; - - margin: 4px 0; - padding: 1px; - box-sizing: border-box; +.width-tiny { + width: 1%; } -.sheet-half { - max-width: 50%; +.center { + margin-left: auto; + margin-right: auto; } -.sheet-break { - clear: both; +.stats-center { + text-align: center; } -label, -select { - margin: 0; +.stats-center table { + display: inline-table; } -textarea { - margin: 0; - width: 100%; - height: 215px; - resize: vertical; - box-sizing: border-box; +.InputText { + font-size: 14px; + color: black; + vertical-align: middle; } -.sheet-repitem, -.repitem { - margin-bottom: 2px; -} - -/* Override Roll20 Button styling for something less conspicious */ -button { - height: 22px; - line-height: 16px; - margin: 0 !important; - border-radius: 0 !important; - background-image: none !important; - border: none !important; - box-shadow: none !important; -} - -.repitem button { - height: 28px; - line-height: 20px; -} - -/* === BASIC === */ -.sheet-logo { - width: 820px; - margin: 4px 4px; - float: center; - -} -.charsheet { - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Infinity-2d20/Infinitybackground.png"); -} - -.sheet-section-basic .sheet-column { - width: calc(50% - 200px); -} - -/* === SKILLS === */ -.sheet-section-skills { - min-width: 400px; -} - -.sheet-section-skills input[type=number] { - width: 60px; -} - -.sheet-section-skills { - text-align: right; - font-weight: bold; - padding: 0 4px; -} - -.sheet-skill-on { - border: 1px solid black; -} - -.sheet-skill-off { - background-color: #E3E3E3; - border: 1px solid gray; -} - -/* === Momentum Tracker === */ - -.sheet-radio-tracker label { - display: inline; -} - -.sheet-radio-tracker input[type=radio] { - width: auto; - margin-right: 2px; - position: relative; - top: -2px; -} - -td.sheet-radio-tracker { - text-align: right; -} - -/* STRESS TRACKERS */ - -table.sheet-stress-tracker label { - text-align: center; - font-weight: normal; - color: DarkGrey; -} - -table.sheet-stress-tracker input[type=radio] { - display: none; - width: 5px; -} - -table.sheet-stress-tracker input[type=checkmark] { - display: inline; - width: auto; - margin: 0px; -} - -table.sheet-stress-tracker input[type=text] { - text-align: center; -} - -table.sheet-stress-tracker label:hover { - cursor: pointer; - color: Red; -} - -table.sheet-stress-tracker td { - width: 9%; - padding: 1px; - margin: 0px; - text-align: center; -} - -table.sheet-stress-tracker input:checked + span { - color: Black; - font-weight: bold; -} - -tr.sheet-stress-tracker-harms td:first-child { - text-align: right; - font-weight: bold; - border-right-style: none; -} - -tr.sheet-stress-tracker-harms td:nth-child(2), -tr.sheet-stress-tracker-harms td:nth-child(3), -tr.sheet-stress-tracker-harms td:nth-child(4), -tr.sheet-stress-tracker-harms td:nth-child(5), -tr.sheet-stress-tracker-harms td:nth-child(6),{ - border-left-style: none; - border-right-style: none; -} - -tr.sheet-stress-tracker-harms td:nth-child(7) { - border-right-style: none; -} - -tr.sheet-stress-tracker-harms td:nth-child(8) { - border-left-style: none; -} - -/* === CONSEQUENCES === */ -.sheet-section-consequences { - float: right; -} - -.sheet-section-consequences select { - width: 100px; - float: left; -} - -/* === VERSION INFO ===*/ - -td.sheet-version-info span, -td.sheet-version-info label, -span.sheet-version-info { - font-family: "Lucida Console"; - font-size: 0.8em; - font-weight: normal; +.left, +input.left { text-align: left; + padding-left: 4px; } -/* SHEET TRANSFER */ -div.sheet-old-stress { - display:none; +.number { + width: 50px; } -input.sheet-old-stress:checked ~ div.sheet-old-stress{ - display:block; +.number td { + width: 50px; +} + + /* #region Tables */ + table { + border-collapse: collapse; + margin-top: -2px; + margin-bottom: 5px; + width: 100%; + } + + .repcontainer > .repitem table, + table.repeating-header { + margin-bottom: 0; + } + + .NPC td { + background-color: white; + text-align: center; + } + + td, + th { + border-color: #70c4db; + border-style: solid; + border-width: 2px; + border-collapse: collapse; + } + + td.empty { + border-style: none; + } + /* #endregion */ + + /* #region Input fields*/ + .charactersheet input[type=text] { + border: none; + width: 100%; + font-size: 15px; + font-family: Arial; + } + + .charactersheet input[type=number] { + border: none; + width: 98%; + font-size: 15px; + font-family: Arial; + text-align: center; + -moz-appearance: textfield; + } + + .charactersheet input[type=number]::-webkit-inner-spin-button, + .charactersheet input[type=number]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; + } + + .charactersheet input[type=text] { + text-align: center; + } + + .charactersheet input[type=radio]+label:hover, + input[type=radio]:hover + span { + cursor: pointer; + background: #dddddd; + } + + .charactersheet textarea { + border: none; + margin: 0; + width: calc(100% - 8px); + outline: none; + resize: vertical; + height: 100%; + } + + .charactersheet fieldset { + border: none; + padding: 0; + margin: 0; + } + + .charactersheet select { + border: none; + margin: 0; + width: 100%; + height: 22px; + font-size: 12px; + } + /* #endregion */ + + /* #region Headers */ + .header-banner { + background-image: linear-gradient(to bottom left, transparent 50%, black 50%), linear-gradient(black, black), linear-gradient(black, black); + background-size: 20px 20px, 100% 100%, 100% 100%; + background-position: 100% 0%, -20px 0%, 100% 20px; + background-repeat: no-repeat; + font-family: 'Orbitron'; + font-weight: bold; + font-size: 1.3em; + padding-top: 8px; + padding-bottom: 8px; + padding-left: 8px; + color: #f3a715; + width: calc(100% - 6px); + background-image: linear-gradient(#70c4db, #70c4db), linear-gradient(#70c4db, #70c4db), linear-gradient(#70c4db, #70c4db), linear-gradient(#70c4db, #70c4db), linear-gradient(to bottom left, transparent calc(50% - 1px), #70c4db calc(50% - 1px), #70c4db calc(50% + 1px), black calc(50% + 1px)), linear-gradient(black, black), linear-gradient(black, black); + background-size: 2px 100%, 2px 100%, 100% 2px, 100% 2px, 20px 20px, 100% 100%, 100% 100%; + background-position: 0% 0%, 100% 20px, -20px 0%, 0px 100%, 100% 0%, -20px 0%, 100% 20px; + + } + + .header-banner span { + text-align: left; + text-transform: uppercase; + } + + div.column div.header-banner { + margin-bottom: 0; + } + /* #endregion */ + + /* #region StatLabel/StatInput */ + .StatInput { + background: white; + font-size: 0; + } + + .StatInput input[type=number], + .charactersheet td.StatInput > input[type=number] { + width: 100%; + } + + .StatInput label { + width: 12px; + margin-bottom: 0px; + } + + .StatLabel, + td.StatLabel { + font-family: Arial; + color: White; + text-align: center; + background: #1c3156; + padding: 5px; + font-size: 1.0em; + font-weight: bold; + text-transform: uppercase; + } + + .StatLabelSub, + th { + font-family: 'Arial Narrow'; + font-weight: bold; + text-align: center; + background: #b9e1ef; + color: #2d320c; + font-size: 90%; + text-transform: uppercase; + vertical-align: bottom; + line-height: 22px; + } + /* #endregion */ + + /* #region Flexbox */ + .container { + display: flex; + } + + .row { + display: flex; + flex-direction: row; + width: 100%; + margin: 0; + margin-left: -2px; + } + + .column { + display: flex; + flex-direction: column; + width: 100%; + /* float: left; + width: 48%; + padding-top: 4px; + padding-right: 0px; + padding-bottom: 0px; + padding-left: 0px; */ + } + + /* #endregion */ + +/* #endregion Whole-sheet use */ + +/* #region GENERAL SECTION RULES */ + +div.section { + padding-top: 4px; +} + +/* #endregion */ + +/* #region: Sheet tabs */ + + input[id^=tab]:checked + label[for^=tab], + input[id^=type-tab]:checked + label[for^=type-tab] { + background: Black; + color: #ff9900; + } + + label[for^=type-tab], + label[for^=tab] { + font-family: 'Orbitron'; + text-align: center; + display: inline-block; + background: #eeeeee; + color: darkgray; + font-weight: bold; + vertical-align: middle; + margin: 0; + margin-bottom: 5px; + border-color: #66cccc; + border-style: solid; + position: relative; + padding-right: 0; + } + + label[for^=type-tab] { + border-width: 1px; + font-size: 1em; + width: 60px; + height: 20px; + line-height: 20px; + top: 2px; + } + + label[for^=tab] { + font-size: 1.3em; + line-height: 24px; + border-width: 2px; + width: 110px; + height: 24px; + position: static; + } + + /*this hides the contents of each tab by default*/ + div#type-PC > div[id^=section], + div[id^="type"] { + display: none; + } + + /*this shows the tab content when the appropriate input field is selected*/ + input#tab1:checked ~ div#section-overview, + input#tab2:checked ~ div#section-talents, + input#tab3:checked ~ div#section-gear, + input#tab4:checked ~ div#section-host, + input#tab5:checked ~ div#section-sheut, + input#type-tab1:checked ~ div#type-PC, + input#type-tab2:checked ~ div#type-NPC, + input#type-tab3:checked ~ div#type-Geist, + input#type-tab4:checked ~ div#type-Shell, + input#type-tab5:checked ~ div#type-Vehicle { + display: block; + } + + /* Displays all tabs when the "all" button is selected. */ + input#tab99:checked ~ div[id^=section] { + display: block; + } + + input[id^=tab], + input[id^=type-tab] { + display: none; + } + +/* #endregion: Sheet Tabs */ + +/* #region: Non-PC Sheets */ + + div#type-PC ~ div[id^=type] { + margin-top: 2px; + } + +/* #endregion: NPC Sheets */ + +/* #region OVERVIEW TAB*/ + + div#overview-column-left { + width: 60%; + } + + div#overview-column-right { + width: 40%; + padding-left: 4px; + } + + /* #region CHARACTER INFO */ + table#character-info { + margin-top: 0; + } + + td.StatInput.width-small { + width: 15%; + } + + td.StatLabel.font-small { + font-size: 0.8em; + } + /* #endregion */ + + /* #region Infinity points / reactions trackers */ + + table#tracker-infinity-points, + table#tracker-refresh, + table#tracker-reactions { + width: auto; + } + + input#input-refresh { + height: 22px; + } + + table#tracker-infinity-points tr.tracker-radio td, + table#tracker-reactions tr.tracker-radio td { + width: 22px; + } + + /* #endregion */ + + /* #region Damage bonus / XP */ + table#damage-bonus { + width: 60%; + } + + table#damage-bonus tr td.StatLabelSub { + width: 25%; + } + + table#damage-bonus tr td.StatInput input[type=number] { + width: 40%; + } + + table#xp { + width: 30%; + } + + table#xp tr td.StatLabelSub { + width: 50%; + } + /* #endregion */ + + /* #region Damage Trackers */ + + tr.tracker-radio td { + height: 22px; + background-color: white; + } + + table.tracker-damage tr.tracker-radio td { + width: calc(100% / 9); + } + + tr.tracker-radio td label { + color: black; + font-size: medium; + text-align: center; + line-height: 22px; + padding: 0; + width: 100%; + height: 100%; + margin: 0; + } + + tr.tracker-radio td input[type=radio] { + display: none; + } + + tr.tracker-radio td input[type=radio]:checked + label { + color: white; + background-color: #3399FF; + } + + table.tracker-damage tr:nth-child(4) td input[type=number] { + height: 22px; + } + + /* #endregion */ + + /* #region Harm Effects */ + table#tracker-harms { + min-width: 236px; + } + /* #endregion */ + + /* #region: Defences */ + + div#column-defences { + padding-left: 4px; + margin-right: 0; + } + + div#column-defences table { + margin-right: 0; + } + + table#defences-soaks td, + table#defences-armour-soaks td, + table#defences-armour-equipped td { + width: 33%; + } + + /* #endregion: Defences */ + + /* #region Traits */ + table#tracker-traits tr td.StatLabelSub { + width: 25px; + } + /* #endregion */ + + /* #region Skills */ + .SkillTable { + text-align: center; + margin-left: auto; + margin-right: auto; + } + + .SkillTable input[disabled] { + display: none + } + + tr.SkillTableHeader td:first-child { + font-family: Arial; + color: White; + text-align: left; + background: #1c3156; + padding-left: 10px; + font-size: 1em; + font-weight: bold; + text-transform: uppercase; + + } + + tr.SkillTableHeader td:nth-child(2) { + background: white; + font-size: 0; + border-right-style: none; + } + + tr.SkillTableHeader td:nth-child(3) { + background: white; + font-size: 1em; + border-left-style: none; + } + + tr.SkillTableHeaderSub td { + font-family: Arial Narrow; + font-weight: bold; + text-align: center; + background: #b9e1ef; + color: #2d320c; + font-size: 90%; + width: 50px; + } + + tr.SkillTableHeaderSub td:first-child { + text-align: left; + width: 30%; + border-right-style: none; + padding-left: 10px; + } + + tr.SkillTableHeaderSub td:nth-child(2) { + border-left-style: none; + width: auto; + } + + tr.Skill td { + background: white; + } + + tr.Skill td:first-child { + padding-left: 10px; + border-right-style: none; + font-family: Arial Narrow, Arial, sans-serif; + font-weight: normal; + text-align: left; + background: #ebf7fb; + color: #2d320c; + font-size: 90% + } + + tr.Skill td:nth-child(2) { + border-left-style:none; + font-family: Arial Narrow; + font-weight: normal; + text-align: center; + background: #ebf7fb; + color: #2d320c; + font-size: 90% + } + /* #endregion */ + +/* #endregion */ + +/* #region TALENTS TAB */ + + div#section-talents table tr:first-child td.StatLabelSub { + width: 13%; + } + + div#section-talents table tr:first-child td.StatInput { + width: 10%; + } + +/* #endregion */ + +/* #region GEAR TAB */ + +#section-gear #gear-column-left { + width: 48%; +} + + /* #region Weapon Stats Repeating */ + table.WeaponStats { + margin: 0; + margin-top: 4px; + } + + /* Range, Burst, Size headers */ + .WeaponStats-EvenLabel { + width: 10%; + } + + /* Damage fields */ + table.WeaponStats tr:nth-child(3) td:nth-child(2), + table.WeaponStats tr:nth-child(3) td:nth-child(4) { + width: 10%; + } + + /* Damage cell "merge" */ + table.WeaponStats tr:nth-child(3) td:nth-child(2) { + border-right-style: none; + } + + table.WeaponStats tr:nth-child(3) td:nth-child(3) { + border-left-style: none; + border-right-style: none; + text-align: center; + width: 1%; + } + + table.WeaponStats tr:nth-child(3) td:nth-child(4) { + border-left-style: none; + } + + table.WeaponStats tr:nth-child(3) td:nth-child(4) input[type=text] { + width: 50%; + } + + /* Bottom row: Damage type & reloads */ + + td.WeaponType { + font-size: 1em; + color: black; + padding-left: 4px; + } + + span.symbol-a { + font-family: 'Pictos'; + } + + span.symbol-b { + font-family: 'Pictos Custom'; + } + + .WeaponStats-radio { + width: 22px; + } + + .WeaponStats-bottom button { + margin: 0; + height: 22px; + } + + .WeaponStats-bottom span { + color: white; + } + + .WeaponStats-bottom tr td:nth-child(4) { + width: 10%; + } + + /* #endregion */ + + /* #region: Right Column */ + + #header-gear { + width: 48%; + margin-left: 4px; + } + + /* #region: Assets table */ + + /* Header row */ + table#tracker-assets tr:first-child td { + width: 22%; + } + + table#tracker-assets tr:first-child td:last-child { + width: 12%; + } + + /* Input row */ + table#tracker-assets tr:nth-child(2) td:last-child { + background-color: white; + text-align: center; + } + + table#tracker-assets tr:nth-child(2) td:last-child button[type=roll] { + display: inline; + } + + /* #endregion: Assets table */ + + /* #region: Items table */ + + /* Table header */ + + #table-items-header tr td:first-child, + .repcontainer[data-groupname="repeating_gear"] > .repitem table tr td:nth-child(2) input[type=text] { + text-align: left; + padding-left: 4px; + } + + #table-items-header tr td:nth-child(2), + #table-items-header tr td:nth-child(3), + .repcontainer[data-groupname="repeating_gear"] > .repitem table tr td:nth-child(2), + .repcontainer[data-groupname="repeating_gear"] > .repitem table tr td:nth-child(3) { + width: 15%; + } + + /* #endregion: Items table */ + + /* #endregion: Right column */ + + /* #region: Ammo and Resources */ + + /* #region: Ammo */ + + #column-ammo { + width: 58%; + } + + /* Repeating ammo rows */ + + #column-ammo .repcontainer[data-groupname="repeating_Ammo"] > .repitem table tr:first-child td:last-child { + width: 10%; + } + + /* #endregion: Ammo */ + + /* #region: Resources */ + + /* Section header */ + #column-resources { + width: 38%; + margin-left: 4px; + } + + /* Repeating table */ + #table-resources-header tr td:last-child, + #column-resources .repcontainer[data-groupname="repeating_resources"] > .repitem table tr td:last-child { + width: 20%; + } + + /* Repeating table */ + + /* #endregion: Resources */ + + /* #endregion: Ammo and Resources */ + + /* #region: Hacking */ + + /* Hacking device info */ + #header-hacking-device { + margin-top: 4px; + } + + #table-hacking-device tr td { + width: 7%; + } + + #table-hacking-device tr td:first-child, + #table-hacking-device tr td:nth-child(2) { + width: auto; + } + + /* Programs */ + #table-hacking-programs tr:nth-child(2) td:nth-child(1), + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(1) { + width: 12% + } + + #table-hacking-programs tr:nth-child(2) td:nth-child(2), + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(2) { + width: 8% + } + + #table-hacking-programs tr:nth-child(2) td:nth-child(3), + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(3) { + width: 15% + } + + #table-hacking-programs tr:nth-child(2) td:nth-child(4) { + width: 10% + } + + #table-hacking-programs tr:nth-child(2) td:nth-child(5), + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(7) { + width: 50% + } + + #table-hacking-programs tr:nth-child(2) td:nth-child(6), + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(8) { + width: 5% + } + + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(4) { + width: 3%; + border-right-style: none; + } + + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(5) { + width: 2%; + background-color: white; + text-align: center; + border-left-style: none; + border-right-style: none; + } + + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(6) { + width: 5%; + border-left-style: none; + } + + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(6) input { + width: 50%; + } + + .repcontainer[data-groupname="repeating_programs"] > .repitem table tr td:nth-child(8) { + background-color: white; + text-align: center; + } + + /* #endregion: Hacking */ + +/* #endregion: GEAR TAB */ + +/* #region: HOST TAB */ + + /* Host info */ + table#host-attributes tr:nth-child(2) td { + width: 14%; + } + + /* #region: Augmentations */ + table#augmentations-headers tr:nth-child(2) td:nth-child(1), + table#augmentations-headers tr:nth-child(2) td:nth-child(2), + table#augmentations-headers tr:nth-child(2) td:nth-child(4), + .repcontainer[data-groupname="repeating_augmentations"] > .repitem table tr td:nth-child(1), + .repcontainer[data-groupname="repeating_augmentations"] > .repitem table tr td:nth-child(2), + .repcontainer[data-groupname="repeating_augmentations"] > .repitem table tr td:nth-child(4) { + width: 20%; + } + + table#augmentations-headers tr:nth-child(2) td:nth-child(3), + .repcontainer[data-groupname="repeating_augmentations"] > .repitem table tr td:nth-child(3) { + width: 30%; + } + + table#augmentations-headers tr:nth-child(2) td:nth-child(5), + .repcontainer[data-groupname="repeating_augmentations"] > .repitem table tr td:nth-child(5) { + width: 10%; + } + + /* #endregion: Augmentations */ + + table#character-description tr:nth-child(3) td { + width: 25%; + } + +/* #endregion: HOST TAB */ + +/* #region: SHEUT TAB */ + + /* #region: Left column */ + + table#age-languages tr:first-child td:first-child { + width: 10%; + } + + /* Character background */ + + table#character-background td { + padding: 0; + font-size: 0.8em; + line-height: 1em; + vertical-align: middle; + } + + table#character-background tr:first-child td { + font-size: 1em; + padding: 4px; + } + + table#character-background tr:nth-child(n+2):nth-child(-n+10) td:first-child { + width: 20%; + } + + table#lifepath-notes tr:nth-child(2) td { + background-color: white; + } + + table#faction-handler tr:first-child td:first-child, + table#contacts tr:nth-child(2) td:first-child { + width: 20%; + } + + table#faction-handler tr:first-child td:nth-child(2), + table#contacts tr:nth-child(2) td:nth-child(2) { + width: 80%; + } + + /* #endregion: Left column */ + + /* #region: Right column */ + + #section-sheut .column:nth-child(2) { + padding-left: 4px; + } + + .repcontainer[data-groupname="repeating_contacts"] > .repitem table tr td:first-child, + table#personality tr:nth-child(2) td:nth-child(1), + table#family tr:nth-child(2) td:nth-child(1) { + width: 20%; + vertical-align: middle; + } + + .repcontainer[data-groupname="repeating_contacts"] > .repitem table tr td:nth-child(2), + table#personality tr:nth-child(2) td:nth-child(2), + table#family tr:nth-child(2) td:nth-child(2) { + width: 80%; + } + + /* Lifestyles */ + table#lifestyles tr:nth-child(2) td:nth-child(1), + .repcontainer[data-groupname="repeating_lifestyles"] > .repitem table tr td:nth-child(1) { + width: 65%; + } + + table#lifestyles tr:nth-child(2) td:nth-child(2), + .repcontainer[data-groupname="repeating_lifestyles"] > .repitem table tr td:nth-child(2) { + width: 20%; + } + + table#lifestyles tr:nth-child(2) td:nth-child(3), + .repcontainer[data-groupname="repeating_lifestyles"] > .repitem table tr td:nth-child(3) { + width: 15%; + } + + /* Family */ + table#family td:first-child { + vertical-align: middle; + } + + /* Fake IDs */ + table#fake-ids tr:nth-child(2) td:nth-child(1), + .repcontainer[data-groupname="repeating_ids"] > .repitem table tr td:nth-child(1) { + width: 85%; + } + + table#fake-ids tr:nth-child(2) td:nth-child(2), + .repcontainer[data-groupname="repeating_ids"] > .repitem table tr td:nth-child(2) { + width: 15%; + } + + /* #endregion: Right column */ + +/* #endregion: SHEUT TAB */ + +/* === Legacy selectors === */ + +table.NPC { + color: black; +} + +table.expertise th { + width: 12%; +} + +table.expertise td { + width: 7%; + text-align: center; +} + +table.defences th { + width: 15%; +} + +table.defences td { + width: 18%; +} + +table.defences tr:nth-child(2) td.StatInput input { + width: 47%; +} + +/* === FONT SIZING === */ + +.font-small { + font-size: 0.7em; +} + +.button-damage { + display: none; +} + +input[value="Infowar"]:checked ~ button.button-infowar, +input[value="Psywar"]:checked ~ button.button-psywar, +input[value="Melee"]:checked ~ button.button-melee, +input[value="Ranged"]:checked ~ button.button-ranged { + display: inline; +} + +input.weapon-tab { + width: 50px; + height: 28px; + cursor: pointer; + position: static; + opacity: 0; + z-index: 9999; + margin: 0; +} + +span.weapon-tab { + font-family: Tahoma; + text-align: center; + display: inline; + font-size: 16px; + background: #eeeeee; + color: DarkGrey; + font-weight: bold; + + border: 1px solid #66cccc; + + width: 50px; + height: 28px; + cursor: pointer; + position: static; + margin: 0; + vertical-align: middle; + margin-left: -50px; +} + +input.weapon-tab-1:checked + span.weapon-tab-1, +input.weapon-tab-2:checked + span.weapon-tab-2, +input.weapon-tab-3:checked + span.weapon-tab-3, +input.weapon-tab-4:checked + span.weapon-tab-4 { + background: #333366; + color: white; +} + +table.WeaponStats-bottom td.StatInput button { + margin: 0; + width: 24px; + height: 24px; + text-align: center; + position: relative; + left: 5px; +} + +/* === ROLL TEMPLATES === */ + +.sheet-rolltemplate-skillroll table { + border-collapse: collapse; + width: 100%; +} + +.sheet-rolltemplate-skillroll td { + font-weight: bold; + padding-top: 3px; + padding-bottom: 3px; + font-size: .8em; + border-style: none; + color: black; + background: #eff7fa; + font-family: Arial; +} + +.sheet-rolltemplate-label { + text-align: right; + width: 80px; + padding-right: 3px; +} + +.sheet-rolltemplate-body span { + padding: 2px; + background: #ffff99; + font-weight: bold; +} + +.sheet-rolltemplate-greenborder { + border: 1px solid #33cc00; +} + +.sheet-rolltemplate-blueborder { + border: 1px solid #3366ff; +} + +.sheet-rolltemplate-skillroll .sheet-subheader { + text-align: center; + padding: 2px; + /* Permalink - use to edit and share this gradient: http://colorzilla.com/gradient-editor/#981c1c+0,281c26+52 */ + background: #981c1c; /* Old browsers */ + background: -moz-linear-gradient(top, #981c1c 0%, #281c26 52%); /* FF3.6-15 */ + background: -webkit-linear-gradient(top, #981c1c 0%,#281c26 52%); /* Chrome10-25,Safari5.1-6 */ + background: linear-gradient(to bottom, #981c1c 0%,#281c26 52%); /* W3C, IE10+, FF16+, Chrome26+, Opera12+, Safari7+ */ + filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#981c1c', endColorstr='#281c26',GradientType=0 ); /* IE6-9 */ + color: white; + border-style: solid; + border-width: 1px; + border-collapse: separate; + border-color: #be4135; +} + +.sheet-rolltemplate-skillroll .subheader span.inlinerollresult { + background-color: transparent; + border-style: none; + padding: 0; + margin: 0; +} + +.sheet-rolltemplate-skillroll th { + height: auto; + background-size: contain; + background-repeat: no-repeat; + background-image: url("https://raw.githubusercontent.com/DrakeRichards/roll20-character-sheets/Infinity-2d20-drakerichards/Infinity-2d20/rolltemplate-header.png"); + background-color: #0d3956; + color: white; + padding: 5px; + font-size: 1.3em; + text-shadow: + -2px -2px 0 black, + 2px -2px 0 black, + -2px 2px 0 black, + 2px 2px 0 black; + border-style: solid solid none; + border-width: 1px; + border-color: black; + font-family: Arial; +} + +.icon-N-small { + display: inline-block; + vertical-align: middle; + width: 16px; } \ No newline at end of file diff --git a/Infinity-2d20/Infinity 2d20.html b/Infinity-2d20/Infinity 2d20.html index 3938aa4cf3..70dd3f96b1 100644 --- a/Infinity-2d20/Infinity 2d20.html +++ b/Infinity-2d20/Infinity 2d20.html @@ -1,845 +1,3460 @@ -
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Character Sheet
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Cash Flow
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Trackers
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Infinity PointsRefreshReaction Tracker
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Momentum
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Damage
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Armour Soak Location
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1-2 Head - 3-5 Right Arm - 6-8 Left Arm -
9-14 Torso - 15-17 Right Leg - 18-20 Left Leg -
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Host Attributes
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AGI - AWA - BRW - COO - INT - PER - WIL -
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Skills -
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Geist Attributes
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AGI - AWA - BRW - COO - INT - PER - WIL -
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Skills -
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Vigor - Firewall - Resolve - Soak -
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Firewall (Infowar)
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Resolve (Mental)
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Physical (Vigour)
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Name
FactionAssets
HeritageEarnings
AgeCashflow
Soc. StatusShortfalls
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+ Infinity Points +
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+ Refresh +
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+ Reactions +
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Damage Bonus
InfowarPsywarMeleeRanged
++++
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XP
TotalSpent
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Firewall
Max + +
Breaches
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Resolve
Max + +
Metanoia
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Vigour
Max + +
Wounds
+ + + + + + + + + + + + + + + +
+ Harm Effects +
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+ DEFENCES +
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SecurityMoraleBTS
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Head
1-2
L. ArmTorsoR. Arm
6-89-143-5
L. LegR. Leg
18-2015-17
+ + + + + + + + + + + + + + + + + + + + + +
ARMOUR EQUIPPED
Armour Qualities
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+ TRAITS +
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1
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+ ATTRIBUTES & SKILLS +
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AGILITY + +
SkillSignatureEXPFOCROLL
Acrobatics + +
Close Combat + +
Stealth + +
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AWARENESS + +
SkillSignatureEXPFOCROLL
Analysis + +
Extraplanetary + +
Observation + +
Survival + +
Thievery + +
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Brawn + +
SkillSignatureEXPFOCROLL
Athletics + +
Resistance + +
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SkillSignatureEXPFOCROLL
Ballistics + +
Pilot + +
Spacecraft + +
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Intelligence + +
SkillSignatureEXPFOCROLL
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Hacking + +
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Science + +
Tech + +
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Personality + +
SkillSignatureEXPFOCROLL
Animal Handling + +
Command + +
Lifestyle + +
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Willpower + +
SkillSignatureEXPFOCROLL
Discipline + +
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Talents
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NameSkillRanks
Effect
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NameSkillRanks
Effect
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Weapon Name
RangeDamageBurstSizeAmmo
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Qualities
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Type + 'INF + UPSY + JMEL + [RAN + + + + + Reloads
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AssetsEarningsCashflowShortfallsAcq.
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NameQty.Maint.
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Qualities
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NameQty.
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NameCLAWSWORDSHIELDGADGETIC
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Device Programs
TypeRatingNameDamageQualities/Special EffectsRoll
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Type
AGIAWABRWCOOINTPERWIL
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Augmentations
NameCategoryType / LocationQualitiesMaint.
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Host Attributes
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Character Description
HeightWeightHairEyes
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AgeLanguages
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Lifepath Characteristics
Family
Social Status
Home Environment
Youth Event
Education
Adolescent Event
1st Career
2nd Career
3rd Career
4th Career
Previous Factions
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Additional Lifepath Notes / Events
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Identity
Faction
Contact Protocol
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Covert Objective
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Contacts
NameNotes
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Personality
Likes
Dislikes
Quirks
Phobias
Catchphrases & Battlecries
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Lifestyles
NameRatingMaint.
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Family
Parents
Spouse
Siblings
Children
Extended Family
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Fake IDs +
NameRating
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Attributes
AGIAWABRWCOOINTPERWIL
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Fields of Expertise
Combat + + Movement + + Social + +
Fortitude + + Senses + + Technical + +
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Defences
Firewall/Resolve/Vigour/
SecurityMoraleArmour
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Harms
Breaches/Metanoia/Wounds/
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Attacks
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Attack Name
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Qualities
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Attributes
AGIAWABRWCOOINTPERWIL
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Defences
Firewall/Resolve/Structure/
SecurityMoraleArmour
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Harms
Breaches/Metanoia/Faults/
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Skills
SkillEXPFOCROLL
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AR Avatar
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Roleplaying
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Attributes
AGIAWABRWCOOINTPERWIL
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Defences
Firewall/Resolve/Structure/
SecurityMoraleArmour
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Harms
Breaches/Metanoia/Faults/
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Name
TypeCover +
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ScaleSpeedBrawn
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Details
Max. PassengersImpact
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Structure/Firewall/
ArmourBTS
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Qualities
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Type + 'INF + UPSY + JMEL + [RAN + + + + + Select token as gunner. +
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Special Abilities
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Unskilled
AcrobaticsExpertiseFocus
Close CombatExpertiseFocus
StealthExpertiseFocus
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Unskilled
AnalysisExpertiseFocus
ExtraplanetaryExpertiseFocus
ObservationExpertiseFocus
SurvivalExpertiseFocus
ThieveryExpertiseFocus
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Unskilled
AthleticsExpertiseFocus
ResistanceExpertiseFocus
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Unskilled
BallisticsExpertiseFocus
PilotExpertiseFocus
SpaceExpertiseFocus
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Unskilled
EducationExpertiseFocus
HackingExpertiseFocus
MedicineExpertiseFocus
PsychologyExpertiseFocus
ScienceExpertiseFocus
TechExpertiseFocus
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Unskilled
Animal HandlingExpertiseFocus
CommandExpertiseFocus
LifestyleExpertiseFocus
PersuadeExpertiseFocus
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Unskilled
DisciplineExpertiseFocus
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Faction Handler
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Identity - -
Faction - -
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Traits
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+ + + + + + + {{#skill}} + + + + + {{/skill}} + {{#attribute}} + + + + + {{/attribute}} + {{#ammo}} + + + + + {{/ammo}} + {{#qualities}} + + + + + {{/qualities}} + {{#roll}} + + + + + {{/roll}} + {{#damage_roll}} + + + + {{/damage_roll}}
{{#header}}{{header}}{{/header}}
+ {{#character_name}}{{character_name}}, {{/character_name}}{{#subheader}}{{subheader}}{{/subheader}} +
Skill:{{skill}}{{#skill_exp}}, EXP {{skill_exp}}{{/skill_exp}}{{#skill_foc}} FOC {{skill_foc}}{{/skill_foc}}
Attribute:{{attribute}}
Ammo:{{ammo}}
Qualities:{{qualities}}
Result:{{roll}}
{{damage_roll}}
-
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Talents
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Weapons
-you need to create a rollable table called "Combat-Dice" with name values of "1","2","-","-","-","Special Effect" - - -
-
- - - - - -
Name - Range - Attribute Bonus Dice - Base Damage - DamageMode -
- - - - -
Burst - Size - Qualities - Reloads - - - - -
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- -
- -
Gear
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Name - Effect - Name - Effect - -
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Lifepath Characteristics
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More Additional Notes
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\ No newline at end of file + + \ No newline at end of file diff --git a/Infinity-2d20/Infinity 2d20.png b/Infinity-2d20/Infinity 2d20.png index 53c2ed86df..3d9ea3c5ba 100644 Binary files a/Infinity-2d20/Infinity 2d20.png and b/Infinity-2d20/Infinity 2d20.png differ diff --git a/Infinity-2d20/Infinitybackground.png b/Infinity-2d20/Infinitybackground.png deleted file mode 100644 index d25d2d45e0..0000000000 Binary files a/Infinity-2d20/Infinitybackground.png and /dev/null differ diff --git a/Infinity-2d20/Infinityheader.png b/Infinity-2d20/Infinityheader.png deleted file mode 100644 index d233e73227..0000000000 Binary files a/Infinity-2d20/Infinityheader.png and /dev/null differ diff --git a/Infinity-2d20/rolltemplate-header.png b/Infinity-2d20/rolltemplate-header.png new file mode 100644 index 0000000000..be666c4c4a Binary files /dev/null and b/Infinity-2d20/rolltemplate-header.png differ diff --git a/Infinity-2d20/sheet.json b/Infinity-2d20/sheet.json index fe73acc802..26fd86d4e8 100644 --- a/Infinity-2d20/sheet.json +++ b/Infinity-2d20/sheet.json @@ -1,8 +1,8 @@ { "html": "Infinity 2d20.html", "css": "Infinity 2d20.css", - "authors": "Rob heath", + "authors": "Thomas Young", "preview": "Infinity 2d20.png", - "instructions": "This sheet is based on the free quickstart and may change when the full ruleset is released , I think the sheet is self explanitory but the GM will need to make a rollable table you need to create a rollable table called \"Combat-Dice\" with name values of \"1\",\"2\",\"-\",\"-\",\"-\",\"Special\"", - "legacy": true + "instructions": "Character sheet for Modiphius' Infinity 2d20 RPG. NOTE: The GM will need to make a rollable table called \"Combat-Dice\" with name values of \"1\",\"2\",\"-\",\"-\",\"-\",\"Special\"", + "legacy": false } \ No newline at end of file diff --git a/Pathfinder Community/translations/de.json b/Pathfinder Community/translations/de.json index 94b39c9658..e2039614d7 100644 --- a/Pathfinder Community/translations/de.json +++ b/Pathfinder Community/translations/de.json @@ -504,7 +504,7 @@ "combat-maneuver-bonus-only-abbrv": "KMB allein", "combat-maneuver-defense-abbrv": "KMV", "combat-maneuver-defense-calculation-abbrv": "KMV berechn.", - "combat-maneuver-defense-ff-abbrv": "FF CMD", + "combat-maneuver-defense-ff-abbrv": "AdfFe KMV", "combat-maneuver-defense-notes": "KMV Notizen", "combat-maneuver-defense-notes-place": "Notizen für KMV-Bonus hier eintragen.", "combat-maneuver-notes-place": "Notizen für KMV-Bonus hier eintragen.", @@ -645,7 +645,7 @@ "crit-confirmation-bonus": "Kritischen Bonus bestätigen", "critical": " Kritisch ", "critical-abbrv": "Krit", - "critical-bonus-abbrv": "+Crit", + "critical-bonus-abbrv": "+Krit", "critical-confirm": "Krit bestätigen", "critical-damage": "Kritischer Schaden", "critical-title": "Malus von -3 auf Angriffs-, Rettungs-, Fertigkeits- und Attributswürfe, auch auf RK und Zaubererstufe", diff --git a/Shadowrun Sixth World/CHANGELOG.md b/Shadowrun Sixth World/CHANGELOG.md index 7bb7bdf0c9..d63a20b69c 100644 --- a/Shadowrun Sixth World/CHANGELOG.md +++ b/Shadowrun Sixth World/CHANGELOG.md @@ -1,5 +1,10 @@ Change Log ============================================== +**2022-10-24 ** v.62 Chuz (James Culp) + New Feature - PC->Matrix->ASDF Roll buttons now include more options to combine them with. None, Custom, mind attributes and ASDF. + New Feature - NPCs now have updated ASDF roll buttons as well! + New Feature - NPCs now have the newer version of the d6's roll button and the new Extended Tests capability. + New Feature - Added Extended Tests capabilities. **2022-09-20 ** v.61 Chuz (James Culp) Bugfix - NPC->Spells were missing the Limited duration, added it. Bugfix - Charactersheet Tab - removed the underline. diff --git a/Shadowrun Sixth World/Shadowrun6thEdition.css b/Shadowrun Sixth World/Shadowrun6thEdition.css index d1c52516b0..003e6c2c97 100644 --- a/Shadowrun Sixth World/Shadowrun6thEdition.css +++ b/Shadowrun Sixth World/Shadowrun6thEdition.css @@ -276,7 +276,7 @@ input:checked + .slider:before { /* MIXIN ============================= */ /***** TABS FOR SHEETS *****/ -.tabs button[type='action']:not([name='act_d6']) { +.tabs button[type='action']:not(.icon) { background-color: #333 !important; border-radius: 2px !important; border: 1px solid #000 !important; @@ -300,6 +300,15 @@ input:checked + .slider:before { font-family: 'dicefontd6' !important; font-size: 2.5em !important; vertical-align: middle; } +.tabs button[name='act_extended_start'] { + width: auto !important; + background: none !important; + text-shadow: 1px 1px 2px black, 0 0 25px #460141, 0 0 5px #460141 !important; + border: none !important; + color: #fff !important; + font-family: 'Pictos' !important; + font-size: 2.5em !important; + vertical-align: middle; } .tabs button[type='roll']:hover, .tabs button[type='action']:hover { text-shadow: 1px 1px 2px black, 0 0 25px #460141, 0 0 5px #460141 !important; } @@ -377,13 +386,13 @@ select.limit-select option:nth-of-type(1n+5) { color: #460141 !important; } /*:+:+:+: MATRIX DEVICE :+:+:+:*/ -div.matrix-device button[name*='Attack']:hover { +div.matrix-device button[name*='ttack']:hover { color: #cc0701 !important; } -div.matrix-device button[name*='Sleaze']:hover { +div.matrix-device button[name*='leaze']:hover { color: #007bfc !important; } -div.matrix-device button[name*='Data']:hover { +div.matrix-device button[name*='ata']:hover { color: #88dd04 !important; } -div.matrix-device button[name*='Firewall']:hover { +div.matrix-device button[name*='irewall']:hover { color: #f88703 !important; } div.matrix-device input[type='radio'] { position: relative !important; @@ -582,7 +591,7 @@ div.matrix-device .matrixFirewall { #SR6WE .pc .tabs .header-navtabs { display: grid !important; - grid-template-columns: 1fr 2.5em 2.5em repeat(10, 5em) !important; + grid-template-columns: 1fr 2.5em 2.5em 2.5em repeat(10, 5em) !important; vertical-align: middle; width: 100% !important; right: 0px !important; } @@ -4813,6 +4822,9 @@ div.footer img { /******************************************* Roll template **********************************************/ /********************************************************************************************************/ .goat, +.sheet-rolltemplate-rolls-computed .sheet-nott .inlinerollresult { + pointer-events: none; +} .sheet-rolltemplate-rolls-computed span.sheet-left { float: left; text-align: left; } @@ -4980,7 +4992,9 @@ div.footer img { .sheet-rolltemplate-quality span.sheet-template-desc .inlinerollresult, .sheet-rolltemplate-rolls span.sheet-template-desc .inlinerollresult, .sheet-rolltemplate-rolls-computed span.sheet-template-desc .inlinerollresult, -.sheet-rolltemplate-contact span.sheet-template-desc .inlinerollresult { +.sheet-rolltemplate-contact span.sheet-template-desc .inlinerollresult, +.sheet-rolltemplate-rolls-computed .sheet-intervals-hitstotal .inlinerollresult, +.sheet-rolltemplate-rolls-computed .sheet-intervals-hitstotal { font-size: 14px !important; } .sheet-rolltemplate-rolls-computed .sheet-template-body { diff --git a/Shadowrun Sixth World/Shadowrun6thEdition.html b/Shadowrun Sixth World/Shadowrun6thEdition.html index 0abaf303f9..20eaae8521 100644 --- a/Shadowrun Sixth World/Shadowrun6thEdition.html +++ b/Shadowrun Sixth World/Shadowrun6thEdition.html @@ -48,66 +48,9 @@

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + @@ -2400,7 +2343,7 @@

Base

Base slider


- +
= + + @@ -2422,7 +2365,7 @@
- +
= + + @@ -2444,7 +2387,7 @@
- +
= + + @@ -2466,7 +2409,7 @@
- +
= + + @@ -3401,6 +3344,19 @@

Most Recent Updates

+ **2022-10-24 ** v.62 Chuz (James Culp) +
    +
  • FNew Feature - PC->Matrix->ASDF Roll buttons now include more options to combine them with. None, Custom, mind attributes and ASDF. +
  • FNew Feature - NPCs now have updated ASDF roll buttons as well! +
  • FNew Feature - NPCs now have the newer version of the d6's roll button and the new Extended Tests capability. +
  • FNew Feature - Added Extended Tests capabilities. +
+ **2022-09-20 ** v.61 Chuz (James Culp) +
    +
  • ABugfix - NPC->Spells were missing the Limited duration, added it. +
  • ABugfix - Charactersheet Tab - removed the underline. +
  • ABugfix - Updated Matrix Rolls trained prompt to say "Trained" instead of "No" (which made no sense) +
**2022-09-13 ** v.60 Chuz (James Culp)
  • ABugfix - PC->Rolls->Matrix actions including cracking were not using the Cracking skill rating but whatever the rating of the last updated skill was. Fixed the bug causing this and loading the sheet the first time should update the attr_cracking value to be correct again. @@ -3488,6 +3444,69 @@
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
@@ -3559,35 +3578,6 @@
- - -
- - - - - - - - - - - - - - - - - - - - - - - - - -
@@ -3653,7 +3643,8 @@
  - + +

/w GM

- +
@@ -5101,7 +5092,7 @@
- +
@@ -5130,7 +5121,7 @@
- +
@@ -5159,7 +5150,7 @@
- +
@@ -5625,9 +5616,10 @@
-
+
{{#header}}{{header}}{{/header}}{{#spec}} ({{spec}}){{/spec}}
{{#arm}}{{arm}}{{/arm}} + {{#reason}}{{reason}}
{{/reason}} {{#base}}{{base}}
{{/base}} {{#effecttype}}{{effecttype}}
{{/effecttype}} {{#computed::dicepool}}Dicepool: {{computed::dicepool}}
{{/computed::dicepool}} @@ -5667,24 +5659,18 @@ {{/rollGreater() computed::glitch2 0}} - - Dicepool {{computed::split_pool_dicepool_1}}
+ Dicepool {{computed::split_pool_dicepool_1}}
Atk 1: {{computed::roll1}} - {{#rollGreater() wilddie1 0}} -
{{wilddie1}} Wild Dice!
[{{computed::wilddie1_dice}}]
+
{{wilddie1}} Wild Dice!
[{{computed::wilddie1_dice}}]
{{/rollGreater() wilddie1 0}} -
- - Dicepool {{computed::split_pool_dicepool_2}}
+ Dicepool {{computed::split_pool_dicepool_2}}
Atk 1: {{computed::roll2}} - {{#rollGreater() wilddie2 0}} -
{{wilddie2}} Wild Dice!
[{{computed::wilddie2_dice}}]
+
{{wilddie2}} Wild Dice!
[{{computed::wilddie2_dice}}]
{{/rollGreater() wilddie2 0}} -
{{/split_pool}} @@ -5700,44 +5686,70 @@
{{/rollGreater() rerolls 0}} + {{#extendedtest}} +
+ Intervals: {{computed::intervals}} + Total Hits: {{computed::hitstotal}} +
+ {{/extendedtest}} + {{#sprint}}
Sprint: {{dice}} meters
{{/sprint}} + {{#initiative}}
Initiative: {{computed::initiative}}
{{/initiative}} {{#rollGreater() wilddie 0}} -
{{wilddie}} Wild Dice!
[{{computed::wilddie_dice}}]
+
{{wilddie}} Wild Dice!
[{{computed::wilddie_dice}}]
{{/rollGreater() wilddie 0}} {{#rating}}
{{rating}}
{{/rating}} + {{#ampup}}{{#rollGreater() ampup 0}}
- Amp Up: {{ampup}} + Amp Up: {{ampup}}
{{/rollGreater() ampup 0}}{{/ampup}} + {{#drain}}{{#rollGreater() drain 0}}
- Drain: {{drain}} + Drain: {{drain}}
{{/rollGreater() drain 0}}{{/drain}} + {{#increasearea}}{{#rollGreater() increasearea 0}}
- Increase Area: {{increasearea}}m + Increase Area: {{increasearea}}m
{{/rollGreater() increasearea 0}}{{/increasearea}} + {{#damagetype}}
Damage Type: {{damagetype}}
{{/damagetype}} + {{#fade}}{{#rollGreater() fade 0}}
- Fade: {{fade}} + Fade: {{fade}}
{{/rollGreater() fade 0}}{{/fade}} + {{#desc}}
{{desc}}
{{/desc}} + + {{#extendedtest}} +
+ {{#rollGreater() computed::dicepool 1}} + [Next Roll](~{{header}}|extended_next||{{computed::passthrough}},{{reason}}) {{newdicepool}} dice + {{/rollGreater() computed::dicepool 1}} + {{#rollLess() computed::dicepool 2}} + **Dicepool Exhausted** + {{/rollLess() computed::dicepool 2}} +
+ {{/extendedtest}} + {{#opp}}
{{opp}}
{{/opp}}
@@ -5895,11 +5907,9 @@ - + diff --git a/The Troubleshooters/translations/af.json b/The Troubleshooters/translations/af.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/af.json +++ b/The Troubleshooters/translations/af.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/ca.json b/The Troubleshooters/translations/ca.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/ca.json +++ b/The Troubleshooters/translations/ca.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/cs.json b/The Troubleshooters/translations/cs.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/cs.json +++ b/The Troubleshooters/translations/cs.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/da.json b/The Troubleshooters/translations/da.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/da.json +++ b/The Troubleshooters/translations/da.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/de.json b/The Troubleshooters/translations/de.json index b2a9912a5c..aaa79fdbce 100644 --- a/The Troubleshooters/translations/de.json +++ b/The Troubleshooters/translations/de.json @@ -6,10 +6,8 @@ "advances": "Aufstiege", "affiliation": "Zugehörigkeit", "agility": "Beweglichkeit", - "agility-skillroll": "macht sich locker", "aimed-shot": "Peng! Sorgfältig gezielt", "alertness": "Aufmerksamkeit", - "alertness-skillroll": "hält die Augen offen", "armour": "Rüstung", "attack-skill": "Kampfkompetenz", "attack": "Angriff", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARAKTER", "charm": "Charme", - "charm-skillroll": "zeigt sich von seiner besten Seite", "chatname": "Chat Name", "check-when-used": "Markiere, wenn benutzt", "choose": "Wähle aus", @@ -44,12 +41,10 @@ "conditions-title": "Zustände", "contacts-title": "Kontakte", "contacts": "Kontakte", - "contacts-skillroll": "fordert einen Gefallen ein", "contents": "Beinhaltet", "cost": "Kosten", "cost-in": "Kosten in Storypunkten", "credit": "Kreditwürdigkeit", - "credit-skillroll": "wedelt mit der Kohle", "d6": "W6", "d6P": "W6P", "d6X": "W6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Unveränderliche Kennzeichen", "ducks-weaves": "duckt sich!", "electronics": "Elektronik", - "electronics-skillroll": "fummelt in der Kabelage rum", "emergency-passport": "NOTFALLPASS
EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE", "empties-weapon": "leert das gesamte Magazin", "empty": "Ratatatat! Leere dein Magazin.", "endurance": "Ausdauer", - "endurance-skillroll": "verausgabt sich", "engineering": "Ingenieurwesen", - "engineering-skillroll": "schaut noch mal ins Handbuch", "entertainment": "Unterhaltung", - "entertainment-skillroll": "zeigt was ganz großes Kino ist", "exhausted": "Erschöpft", "exhausted-info": "Halbiere vorübergehend deine Maximale Vitalität (aufgerundet). Wenn deine aktuelle Vitalität größer ist als die halbierte Maximale Vitalität, dann passe deine Vitalität entsprechend auf diesen Wert an. Der Zustand Erschöpft kann gestapelt werden. Hebe einen Zustand Erschöpft auf, nachdem du gegessen, getrunken und ausgeschlafen hast.", "exploding-pool-title": "Explodierender Würfelpool", @@ -102,7 +93,6 @@ "gear-visas": "AUSRÜSTUNG / VISAS", "gear-kit": "Ausrüstungskit", "general": "Grundkompetenzen", - "general-skillroll": "probiert es", "given-name-title": "Vornamen / Given name / Prénom", "given-name": "Vorname", "good-karma": "Gutes Karma!", @@ -112,7 +102,6 @@ "height-title": "Größe / Height / Taille", "height": "Größe", "humanities": "Geisteswissenschaften", - "humanities-skillroll": "überlegt, was wohl dahintersteckt", "how-many-dice": "Wie viele Würfel", "how-many-recovery-dice": "Wie viele Würfel", "image-disclaimer": "Das Logo und das Emblem der Troubleshooters sind © Helmgast und Green Gorilla und werden hier mit deren freundlicher Genehmigung verwendet.", @@ -120,24 +109,19 @@ "intoxicated": "Berauscht", "intoxicated-info": "Alle Aufgabenproben sind um −2 Pips erschwert. Du kannst überhaupt keine Verteidigungsaktionen durchführen. Du erhältst 1 WP Absorption. Der Zustand Berauscht ist bis zu dreimal stapelbar. Statt dem vierten Berauscht-Zustand, brichst du zusammen und wirst bewusstlos (zählt als Außer Gefecht). Hebe einen Berauscht-Zustand am nächsten Morgen auf und danach alle sechs Stunden einen weiteren.", "investigation": "Nachforschungen", - "investigation-skillroll": "versucht die Zusammenhänge zu finden", "journal": "JOURNAL", "knocked-prone": "Am Boden!", "language-title": "Muttersprache/n", "language": "Sprache", "languages": "Sprachen", - "languages-skillroll": "versucht sich verständlich zu machen", "leaps-action": "springt mitten ins Geschehen!", "licenses-title": "Lizenzen fur verbotene Gegenstände /
Licences for dangerous items /
Permis pour objets reglementes", "lieutenant": "Leutnant", "machinery": "Maschinen", - "machinery-skillroll": "bringt es zum Laufen", "make-recovery-roll": "Mach einen Erholungswurf, nachdem der Schaden ermittelt wurde", "max-vitality": "Maximale Vitalität (basierend auf Kompetenzen und Zuständen)", "medicine": "Medizin", - "medicine-skillroll": "kümmert sich um den Patienten", "melee": "Nahkampf", - "melee-skillroll": "hängt sich rein", "miss": "Mist! Ein Fehlschlag", "mook": "Handlanger", "mortalperil": "In tödlicher Gefahr", @@ -181,7 +165,6 @@ "points-of-damage": "Punkte Schaden", "points-of-vitality": "Punkte Vitalität", "prestidigitation": "Fingerfertigkeit", - "prestidigitation-skillroll": "Fingerfertigkeit", "profession-title": "Beruf / Profession / Profession", "profession": "Beruf", "prone": "Am Boden", @@ -190,13 +173,11 @@ "protection-value": "Schutzwert", "ranged": "Fernkampf", "rangedcombat": "Fernkampf", - "rangedcombat-skillroll": "lässt Kugeln fliegen", "rank": "Rang", "ratatatat!": "Ratatatat!", "recovers": "Erholt sich", "recovery": "Erholung", "redtape": "Bürokratie", - "redtape-skillroll": "zähmt den Amtsschimmel", "reduce-ini": "Reduziere die Initiative um 2", "reload": "Nachladen", "reload-info": "Nachladen: Geben Sie den niedrigeren Eigenschaftswert ein ODER verwenden Sie 99 für Einzelschuss.", @@ -209,11 +190,8 @@ "rolls": "würfelt", "rolls-to": "Würfelt um", "science": "Naturwissenschaften", - "science-skillroll": "zieht sich den Labormantel an", "search": "Suchen", - "search-skillroll": "durchsucht die hintersten Ecken", "security": "Sicherheitssysteme", - "security-skillroll": "hackt sich durch die Sicherheit", "signature-item": "Markenzeichen", "signature-title": "Unterschrift des Passinhabers / Holder's signature/ Signature du titulaire", "signature": "Unterschrift", @@ -221,23 +199,19 @@ "skills-title": "Kompetenzen / Skills / Competences", "skills": "KOMPETENZEN", "sneak": "Schleichen", - "sneak-skillroll": "versucht nicht aufzufallen", "soak": "Absorption", "soaks": "absorbiert", "soak-damage": "absorbiert Schaden", "special": "Speziell", - "special-skillroll": "versucht den Zauber wirken zu lassen", "specialist": "Spezialist", "stats": "Attribute", "status": "Status", "status-skillroll": "'Kennen wir uns nicht von irgendwoher?'", "strength": "Stärke", - "strength-skillroll": "lässt die Muskeln spielen", "story-points": "Storypunkte", "stunned": "Benommen", "stunned-info": "Angriffsproben sind um −5 Pips erschwert. Sprint- oder Bewegungsaktionen, die eine Aufgabenprobe erfordern, sind ebenfalls um −5 Pips erschwert. Reguläre Sprint- oder Bewegungsaktionen erfordern jetzt eine Aufgabenprobe. Andere Aufgabenproben sind um −2 Pips erschwert. Insofern der Zustand Benommen nicht durch ein Gift oder eine Krankheit verursacht wurde, kannst du deine Hauptaktion nutzen, um einen Probe auf Willenskraft durchzuführen. Bei Erfolg wird der Zustand Benommen aufgehoben. Ansonsten wird der Zustand in der darauffolgenden Szene abgelegt.", "subterfuge": "Täuschung", - "subterfuge-skillroll": "versucht einen Bluff", "summing-dice-title": "Würfel zusammenzählen", "summing-dice": "n W6", "success": "Erfolg!", @@ -245,7 +219,6 @@ "surprised": "Überrascht", "surprised-info": "Immer wenn du überrascht bist, auf dem falschen Fuß erwischt wirst oder aus anderen Gründen nicht in der Lage bist zu handeln, erhältst du den Zustand Überrascht. Du kannst in deinem Zug lediglich die Freie Aktion ausführen. Lege den Zustand Überrascht am Ende deines Zuges ab.", "survival": "Überleben", - "survival-skillroll": "zeigt seine natürlichen Instinkte", "tags": "Eigenschaften", "take-cover": "In Deckung gehen!", "takes-aim": "zielt und ... PENG!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Untergebene", "vehicles": "Fahrzeuge", - "vehicles-skillroll": "schaut, was das Baby so kann", "visa-title": "Visastempel /
Visa Stamps /
Visas", "visa-title-nowrap": "Visastempel / Visa Stamps / Visas", "vitality": "Vitalität", @@ -270,7 +242,6 @@ "weapon-jammed": "Waffe klemmt!", "whump!": "Whump!", "willpower": "Willenskraft", - "willpower-skillroll": "versucht den Schwachpunkt zu finden", "wounded": "Verwundet", "wounded-info": "Nimm den Zustand Verwundet an statt Vitalität zu verlieren. Du musst den Zustand Verwundet nicht annehmen, wenn du nicht möchtest. Du kannst den Zustand Verwundet nur annehmen, wenn du ihn noch nicht hast. Nach dem Kampf sind alle deine Aufgabenproben um −2 Pips erschwert, bis deine Wunden geheilt sind. Ignoriere die Auswirkungen des Zustands Verwundet für eine Szene, wenn jemand anderes eine erfolgreiche Probe auf Medizin ablegt. Hebe den Zustand Verwundet auf nach einer zweitägigen Genesungsszene oder indem du die Zeit zwischen den Abenteuern damit verbringst, dich zu erholen. Bei der Genesungsszene kann es sich um einen Krankenhausbesuch handeln (inklusive unangenehmer Fragen der Polizei), einen Besuch bei einem mit angemessener Bestechung zur Verschwiegenheit verpflichteten Arzt (Probe auf Kreditwürdigkeit bzw. Kontakte) oder die Versorgung durch einen anderen Charakter (Probe auf Medizin)." } diff --git a/The Troubleshooters/translations/el.json b/The Troubleshooters/translations/el.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/el.json +++ b/The Troubleshooters/translations/el.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/en.json b/The Troubleshooters/translations/en.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/en.json +++ b/The Troubleshooters/translations/en.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/es.json b/The Troubleshooters/translations/es.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/es.json +++ b/The Troubleshooters/translations/es.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/fi.json b/The Troubleshooters/translations/fi.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/fi.json +++ b/The Troubleshooters/translations/fi.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/fr.json b/The Troubleshooters/translations/fr.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/fr.json +++ b/The Troubleshooters/translations/fr.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/he.json b/The Troubleshooters/translations/he.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/he.json +++ b/The Troubleshooters/translations/he.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/hu.json b/The Troubleshooters/translations/hu.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/hu.json +++ b/The Troubleshooters/translations/hu.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/it.json b/The Troubleshooters/translations/it.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/it.json +++ b/The Troubleshooters/translations/it.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/ja.json b/The Troubleshooters/translations/ja.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/ja.json +++ b/The Troubleshooters/translations/ja.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/ko.json b/The Troubleshooters/translations/ko.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/ko.json +++ b/The Troubleshooters/translations/ko.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/nl.json b/The Troubleshooters/translations/nl.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/nl.json +++ b/The Troubleshooters/translations/nl.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/pb.json b/The Troubleshooters/translations/pb.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/pb.json +++ b/The Troubleshooters/translations/pb.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/pl.json b/The Troubleshooters/translations/pl.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/pl.json +++ b/The Troubleshooters/translations/pl.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/pt.json b/The Troubleshooters/translations/pt.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/pt.json +++ b/The Troubleshooters/translations/pt.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/ru.json b/The Troubleshooters/translations/ru.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/ru.json +++ b/The Troubleshooters/translations/ru.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/sl.json b/The Troubleshooters/translations/sl.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/sl.json +++ b/The Troubleshooters/translations/sl.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/sv.json b/The Troubleshooters/translations/sv.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/sv.json +++ b/The Troubleshooters/translations/sv.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/tr.json b/The Troubleshooters/translations/tr.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/tr.json +++ b/The Troubleshooters/translations/tr.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/uk.json b/The Troubleshooters/translations/uk.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/uk.json +++ b/The Troubleshooters/translations/uk.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/The Troubleshooters/translations/zh.json b/The Troubleshooters/translations/zh.json index 642d7290ef..b07b3351d9 100644 --- a/The Troubleshooters/translations/zh.json +++ b/The Troubleshooters/translations/zh.json @@ -6,10 +6,8 @@ "advances": "Advances", "affiliation": "Affiliation", "agility": "Agility", - "agility-skillroll": "limbers up", "aimed-shot": "Aimed Shot!", "alertness": "Alertness", - "alertness-skillroll": "is on the alert", "armour": "Armour", "attack-skill": "Attack skill", "attack": "Attack", @@ -29,7 +27,6 @@ "boss": "Boss", "character": "CHARACTER", "charm": "Charm", - "charm-skillroll": "turns on the charm", "chatname": "Chat name", "check-when-used": "Check when used", "choose": "Choose from", @@ -44,12 +41,10 @@ "conditions-title": "Conditions", "contacts-title": "Contacts", "contacts": "Contacts", - "contacts-skillroll": "calls in a favour", "contents": "Contents", "cost": "Cost", "cost-in": "Cost in Story Points", "credit": "Credit", - "credit-skillroll": "flashes some cash", "d6": "d6", "d6P": "d6P", "d6X": "d6X", @@ -74,16 +69,12 @@ "distinguishing-marks": "Distinguishing marks", "ducks-weaves": "ducks an weaves!", "electronics": "Electronics", - "electronics-skillroll": "tinkers with the wiring", "emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ", "empties-weapon": "empties their weapon at the target", "empty": "Empty the magazine!", "endurance": "Endurance", - "endurance-skillroll": "digs deep", "engineering": "Engineering", - "engineering-skillroll": "checks the blueprints", "entertainment": "Entertainment", - "entertainment-skillroll": "puts on a show", "exhausted": "Exhausted", "exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.", "exploding-pool-title": "Exploding Dice Pool", @@ -102,7 +93,6 @@ "gear-visas": "GEAR / VISAS", "gear-kit": "Gear kit", "general": "General", - "general-skillroll": "gives it a go", "given-name-title": "Given name / Prénom / Vornamen", "given-name": "Given name", "good-karma": "Good Karma!", @@ -112,7 +102,6 @@ "height-title": "Height / Taille / Größe", "height": "Height", "humanities": "Humanities", - "humanities-skillroll": "ponders the meaning", "how-many-dice": "How many dice", "how-many-recovery-dice": "How many Recovery dice", "image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission", @@ -120,24 +109,19 @@ "intoxicated": "Intoxicated", "intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.", "investigation": "Investigation", - "investigation-skillroll": "tries to put two and two together", "journal": "JOURNAL", "knocked-prone": "Knocked PRONE!", "language-title": "Native language(s)", "language": "Language", "languages": "Languages", - "languages-skillroll": "attempts to communicate", "leaps-action": "leaps into action!", "licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände", "lieutenant": "Lieutenant", "machinery": "Machinery", - "machinery-skillroll": "powers it up", "make-recovery-roll": "Make a RECOVERY roll after any damage is applied", "max-vitality": "Max Vitality (based on skill values & conditions)", "medicine": "Medicine", - "medicine-skillroll": "tends to the patient", "melee": "Melee", - "melee-skillroll": "gets stuck in", "miss": "Zut! A miss", "mook": "Mook", "mortalperil": "Mortal Peril", @@ -181,7 +165,6 @@ "points-of-damage": "points of damage", "points-of-vitality": "points of vitality", "prestidigitation": "Prestidigitation", - "prestidigitation-skillroll": "Prestidigitation", "profession-title": "Profession / Profession / Beruf", "profession": "Profession", "prone": "Prone", @@ -190,13 +173,11 @@ "protection-value": "Protection value", "ranged": "Ranged", "rangedcombat": "Ranged Combat", - "rangedcombat-skillroll": "lets fly", "rank": "Rank", "ratatatat!": "Ratatatat!", "recovers": "Recovers", "recovery": "Recovery", "redtape": "Red tape", - "redtape-skillroll": "tries to cut through the red tape", "reduce-ini": "Reduce initiative score by 2", "reload": "Reload", "reload-info": "Reload: Enter lower tag value OR use 99 for single-shot", @@ -209,11 +190,8 @@ "rolls": "Rolls", "rolls-to": "rolls to", "science": "Science", - "science-skillroll": "puts on a lab coat", "search": "Search", - "search-skillroll": "searches high and low", "security": "Security", - "security-skillroll": "attempts a bit of breaking and entering", "signature-item": "Character's Signature Item?", "signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers", "signature": "Signature", @@ -221,23 +199,19 @@ "skills-title": "Skills / Competences / Kompetenzen", "skills": "SKILLS", "sneak": "Sneak", - "sneak-skillroll": "tries to be inconspicuous", "soak": "Soak", "soaks": "Soaks", "soak-damage": "Soak damage", "special": "Special", - "special-skillroll": "works a little magic", "specialist": "Specialist", "stats": "Stats", "status": "Status", "status-skillroll": "asks 'Don't you know who I am?'", "strength": "Strength", - "strength-skillroll": "applies the elbow grease", "story-points": "Story Points", "stunned": "Stunned", "stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.", "subterfuge": "Subterfuge", - "subterfuge-skillroll": "employs some trickery", "summing-dice-title": "Summing Dice", "summing-dice": "Nd6", "success": "Success!", @@ -245,7 +219,6 @@ "surprised": "Surprised", "surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.", "survival": "Survival", - "survival-skillroll": "channels their wild side", "tags": "Tags", "take-cover": "Take Cover!", "takes-aim": "takes aim and...PAM!", @@ -259,7 +232,6 @@ "unarmed": "Unarmed", "underling": "Underling", "vehicles": "Vehicles", - "vehicles-skillroll": "sees what this baby can do", "visa-title": "Visa Stamps /
Visas /
Visastempel", "visa-title-nowrap": "Visa Stamps / Visas / Visastempel", "vitality": "Vitality", @@ -270,7 +242,6 @@ "weapon-jammed": "Weapon jammed!", "whump!": "Whump!", "willpower": "Willpower", - "willpower-skillroll": "attempts to get a grip", "wounded": "Wounded", "wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate." } diff --git a/Thorg/thorg.html b/Thorg/thorg.html index 9b45c080be..45c551636e 100644 --- a/Thorg/thorg.html +++ b/Thorg/thorg.html @@ -3074,7 +3074,7 @@ on("change:mu change:in change:ge change:f_fluchtreflexe", function() { }); /**Berechnung des Rennen-Werts**/ on("change:rw change:ge change:kk change:cm change:kg", function() { - getAttrs(["mu", "ge", "kk", "cm", "kg"], function(values) { + getAttrs(["rw", "ge", "kk", "cm", "kg"], function(values) { var rw = parseInt(values["rw"])||0; var ge = parseInt(values["ge"])||0; var kk = parseInt(values["kk"])||0; diff --git a/Tormenta20 - Jogo do Ano/translations/af.json b/Tormenta20 - Jogo do Ano/translations/af.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/af.json +++ b/Tormenta20 - Jogo do Ano/translations/af.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/ca.json b/Tormenta20 - Jogo do Ano/translations/ca.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/ca.json +++ b/Tormenta20 - Jogo do Ano/translations/ca.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/cs.json b/Tormenta20 - Jogo do Ano/translations/cs.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/cs.json +++ b/Tormenta20 - Jogo do Ano/translations/cs.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/da.json b/Tormenta20 - Jogo do Ano/translations/da.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/da.json +++ b/Tormenta20 - Jogo do Ano/translations/da.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/de.json b/Tormenta20 - Jogo do Ano/translations/de.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/de.json +++ b/Tormenta20 - Jogo do Ano/translations/de.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/el.json b/Tormenta20 - Jogo do Ano/translations/el.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/el.json +++ b/Tormenta20 - Jogo do Ano/translations/el.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/en.json b/Tormenta20 - Jogo do Ano/translations/en.json index 1f22063bcd..4197b4e454 100644 --- a/Tormenta20 - Jogo do Ano/translations/en.json +++ b/Tormenta20 - Jogo do Ano/translations/en.json @@ -104,11 +104,11 @@ "quantidade": "AMT.", "equipamentos": "Equipments", "peso": "Weight", + "espaco": "Slots", "tibares": "T$:", "tibares_ouro": "GT:", "carga": "Encumberance:", "anotacoes": "Notes:", - "espaco": "Slots", "climite": "L.Encumb.:", "cmaxima": "M.Encumb.:" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/es.json b/Tormenta20 - Jogo do Ano/translations/es.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/es.json +++ b/Tormenta20 - Jogo do Ano/translations/es.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/fi.json b/Tormenta20 - Jogo do Ano/translations/fi.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/fi.json +++ b/Tormenta20 - Jogo do Ano/translations/fi.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/fr.json b/Tormenta20 - Jogo do Ano/translations/fr.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/fr.json +++ b/Tormenta20 - Jogo do Ano/translations/fr.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/he.json b/Tormenta20 - Jogo do Ano/translations/he.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/he.json +++ b/Tormenta20 - Jogo do Ano/translations/he.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/hu.json b/Tormenta20 - Jogo do Ano/translations/hu.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/hu.json +++ b/Tormenta20 - Jogo do Ano/translations/hu.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/it.json b/Tormenta20 - Jogo do Ano/translations/it.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/it.json +++ b/Tormenta20 - Jogo do Ano/translations/it.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/ja.json b/Tormenta20 - Jogo do Ano/translations/ja.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/ja.json +++ b/Tormenta20 - Jogo do Ano/translations/ja.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/ko.json b/Tormenta20 - Jogo do Ano/translations/ko.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/ko.json +++ b/Tormenta20 - Jogo do Ano/translations/ko.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/nl.json b/Tormenta20 - Jogo do Ano/translations/nl.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/nl.json +++ b/Tormenta20 - Jogo do Ano/translations/nl.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/pb.json b/Tormenta20 - Jogo do Ano/translations/pb.json index 175216404e..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/pb.json +++ b/Tormenta20 - Jogo do Ano/translations/pb.json @@ -1,111 +1,114 @@ { - "nome": "Character Name", - "jogador": "Player", - "raca": "Race", - "origem": "Background", - "classe_nivel": "Class & Level", - "mod_forca": "STR", - "mod_destreza": "DEX", + "nome": "Nome do Personagem", + "jogador": "Jogador", + "raca": "Raça", + "origem": "Origem", + "classe_nivel": "Classe & Nível", + "mod_forca": "FOR", + "mod_destreza": "DES", "mod_constituicao": "CON", "mod_inteligencia": "INT", - "mod_sabedoria": "WIS", - "mod_carisma": "CHA", - "pontos_de_vida": "Hit Points", - "pv_maximos": "Max", - "pv_atuais": "Current", - "Pv_temporarios": "Temporary", - "pontos_de_mana": "Mana Points", - "pm_maximos": "Max", - "pm_atuais": "Current", - "pm_temporarios": "Temporary", - "nome_do_ataque": "Attack Name", - "bonus_ataque": "Attack Bonus", - "dano": "Damage", - "dano_extra": "Extra Damage", - "critico": "Critical", - "descricao_macros": "Description/Macros", - "pericia_utilizada": "Skill Used", - "tipo_de_dano": "Damage Type", - "alcance": "Range", - "forca": "Strength", - "destreza": "Dexterity", - "constituicao": "Constitution", - "inteligencia": "Intelligence", - "sabedoria": "Wisdom", - "carisma": "Charisma", - "atributo_no_dano": "Damage Attribute", - "defesa": "Defense", - "mod_des_title": "Dex Mod", - "bonus_armadura": "Armor Bonus", - "bonus_escudo": "Shield Bonus", - "bonus_defesa_outros": "Other", - "def_des_no": "No", - "def_des_yes": "Yes", - "armadura_escudo": "Armor & Shield", - "penalidade": "Penalty", - "proeficiencia_outras_caracteristicas": "Proficiency and other characteristics", - "habilidades_poderes_gerais": "Abilities and General Powers", - "magias": "Spells", - "primeiro_circulo": "1st Circle", - "primeiro_custo": "1 MP", - "segundo_circulo": "2nd Circle", - "segundo_custo": "3 MP", - "terceiro_circulo": "3rd Circle", - "terceiro_custo": "6 MP", - "quarto_circulo": "4th Circle", - "quarto_custo": "10 MP", - "quinto_circulo": "5th Circle", - "quinto_custo": "15 MP", - "tipo_magia": "Type", - "cd_magia": "DC", - "execucao_magia": "Casting", - "alcance_magia": "Range", - "duracao_magia": "Duration", - "alvo_area_magia": "Target/Area", - "resistencia_magia": "Save", - "descricao_magia": "Description", - "nivel_personagem": "Character Level", - "pericias": "Skills", + "mod_sabedoria": "SAB", + "mod_carisma": "CAR", + "pontos_de_vida": "Pontos de Vida", + "pv_maximos": "Máximos", + "pv_atuais": "Atuais", + "Pv_temporarios": "Temporários", + "pontos_de_mana": " Pontos de Mana", + "pm_maximos": "Máximos", + "pm_atuais": "Atuais", + "pm_temporarios": "Temporários", + "nome_do_ataque": "Nome do Ataque", + "bonus_ataque": "Bônus de Ataque", + "dano": "Dano", + "dano_extra": "Dano Extra", + "critico": "Crítico", + "descricao_macros": "Descrição / Macros", + "pericia_utilizada": "Perícia utilizada", + "tipo_de_dano": "Tipo de Dano", + "alcance": "Alcance", + "forca": "Força", + "destreza": "Destreza", + "constituicao": "Constituição", + "inteligencia": "Inteligência", + "sabedoria": "Sabedoria", + "carisma": "Carisma", + "atributo_no_dano": "Atributo no Dano", + "defesa": "Defesa", + "mod_des_title": "Destreza", + "bonus_armadura": "Bônus de Armadura", + "bonus_escudo": "Bônus de Escudo", + "bonus_defesa_outros": "Outros", + "def_des_no": "Não", + "def_des_yes": "Sim", + "armadura_escudo": "Armadura & Escudo", + "penalidade": "Penalidade", + "proeficiencia_outras_caracteristicas": "Proficiências e outras características", + "habilidades_poderes_gerais": "Habilidades e Poderes Gerais", + "magias": "Magias", + "primeiro_circulo": "1º Círculo", + "primeiro_custo": "1 PM", + "segundo_circulo": "2º Círculo", + "segundo_custo": "3 PM", + "terceiro_circulo": "3º Círculo", + "terceiro_custo": "6 PM", + "quarto_circulo": "4º Círculo", + "quarto_custo": "10 PM", + "quinto_circulo": "5º Círculo", + "quinto_custo": "15 PM", + "tipo_magia": "Tipo", + "cd_magia": "CD", + "execucao_magia": "Execução", + "alcance_magia": "Alcance", + "duracao_magia": "Duração", + "alvo_area_magia": "Alvo/Área", + "resistencia_magia": "Resistência", + "descricao_magia": "Descrição", + "nivel_personagem": "Nível do Personagem", + "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Att. Mod", - "pericias_treino": "Trained", - "pericias_outros": "Other", - "acrobacia": "Acrobatics", - "adestramento": "Handling", - "atletismo": "Athletics", - "atuacao": "Performance", - "cavalgar": "Riding", - "conhecimento": "Knowledge", - "cura": "Healing", - "diplomacia": "Diplomacy", - "enganacao": "Trickery", + "pericias_atributo": "Atributo", + "pericias_treino": "Treino", + "pericias_outros": "Outros", + "acrobacia": "Acrobacia", + "adestramento": "Adestramento", + "atletismo": "Atletismo", + "atuacao": "Atuação", + "cavalgar": "Cavalgar", + "conhecimento": "Conhecimento", + "cura": "Cura", + "diplomacia": "Diplomacia", + "enganacao": "Enganação", "fortitude": "Fortitude", - "furtividade": "Stealth", - "guerra": "Warfare", - "iniciativa": "Initiative", - "intimidacao": "Intimidation", - "intuicao": "Insight", - "investigacao": "Investigation", - "jogatina": "Gambling", - "ladinagem": "Thievery", - "luta": "Melee", - "misticismo": "Mysticism", - "nobreza": "Nobility", - "oficio": "Craft", - "percepcao": "Perception", - "pilotagem": "Piloting", - "pontaria": "Aim", - "reflexos": "Reflexes", - "religiao": "Religion", - "sobrevivencia": "Survival", - "vontade": "Will", - "penalidade_armadura": "Armor Penalty", - "somente_treinada": "Trained Only", - "quantidade": "AMT.", - "equipamentos": "Equipments", - "peso": "Weight", + "furtividade": "Furtividade", + "guerra": "Guerra", + "iniciativa": "Iniciativa", + "intimidacao": "Intimidação", + "intuicao": "Intuição", + "investigacao": "Investigação", + "jogatina": "Jogatina", + "ladinagem": "Ladinagem", + "luta": "Luta", + "misticismo": "Misticismo", + "nobreza": "Nobreza", + "oficio": "Ofício", + "percepcao": "Percepção", + "pilotagem": "Pilotagem", + "pontaria": "Pontaria", + "reflexos": "Reflexos", + "religiao": "Religião", + "sobrevivencia": "Sobrevivência", + "vontade": "Vontade", + "penalidade_armadura": "Penalidade de Armadura", + "somente_treinada": "Somente Treinada", + "quantidade": "QTD.", + "equipamentos": "Equipamentos", + "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", - "tibares_ouro": "GT:", - "carga": "Encumberance:", - "anotacoes": "Notes:" + "tibares_ouro": "TO:", + "carga": "Carga:", + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/pl.json b/Tormenta20 - Jogo do Ano/translations/pl.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/pl.json +++ b/Tormenta20 - Jogo do Ano/translations/pl.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/pt.json b/Tormenta20 - Jogo do Ano/translations/pt.json index fc4322ab0a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/pt.json +++ b/Tormenta20 - Jogo do Ano/translations/pt.json @@ -104,13 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", - "tibares": "Tibar:", - "tibares_ouro": "T. Ouro:", - "carga": "Espaços:", + "espaco": "Espaço", + "tibares": "T$:", + "tibares_ouro": "TO:", + "carga": "Carga:", "anotacoes": "Anotações", - "espaco": "Espaços", - "climite": "E.Limite:", - "cmaxima": "E.Máxima:", - "extraslot": "E.Extra:", - "divindade": "Divindade" + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/ru.json b/Tormenta20 - Jogo do Ano/translations/ru.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/ru.json +++ b/Tormenta20 - Jogo do Ano/translations/ru.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/sl.json b/Tormenta20 - Jogo do Ano/translations/sl.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/sl.json +++ b/Tormenta20 - Jogo do Ano/translations/sl.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/sv.json b/Tormenta20 - Jogo do Ano/translations/sv.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/sv.json +++ b/Tormenta20 - Jogo do Ano/translations/sv.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/tr.json b/Tormenta20 - Jogo do Ano/translations/tr.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/tr.json +++ b/Tormenta20 - Jogo do Ano/translations/tr.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/uk.json b/Tormenta20 - Jogo do Ano/translations/uk.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/uk.json +++ b/Tormenta20 - Jogo do Ano/translations/uk.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Tormenta20 - Jogo do Ano/translations/zh.json b/Tormenta20 - Jogo do Ano/translations/zh.json index 985649ca7a..8b093393da 100644 --- a/Tormenta20 - Jogo do Ano/translations/zh.json +++ b/Tormenta20 - Jogo do Ano/translations/zh.json @@ -35,7 +35,7 @@ "carisma": "Carisma", "atributo_no_dano": "Atributo no Dano", "defesa": "Defesa", - "mod_des_title": "Mod. Destreza", + "mod_des_title": "Destreza", "bonus_armadura": "Bônus de Armadura", "bonus_escudo": "Bônus de Escudo", "bonus_defesa_outros": "Outros", @@ -67,7 +67,7 @@ "nivel_personagem": "Nível do Personagem", "pericias": "Perícias", "pericias_total": "Total", - "pericias_atributo": "Mod. Atributo", + "pericias_atributo": "Atributo", "pericias_treino": "Treino", "pericias_outros": "Outros", "acrobacia": "Acrobacia", @@ -104,8 +104,11 @@ "quantidade": "QTD.", "equipamentos": "Equipamentos", "peso": "Peso", + "espaco": "Espaço", "tibares": "T$:", "tibares_ouro": "TO:", "carga": "Carga:", - "anotacoes": "Anotações" + "anotacoes": "Anotações", + "climite": "C. Limite", + "cmaxima": "C. Máxima" } \ No newline at end of file diff --git a/Warhammer Fantasy Roleplay 4e Official/translations/ja.json b/Warhammer Fantasy Roleplay 4e Official/translations/ja.json index 1ca515202c..4ec608790e 100644 --- a/Warhammer Fantasy Roleplay 4e Official/translations/ja.json +++ b/Warhammer Fantasy Roleplay 4e Official/translations/ja.json @@ -1,19 +1,19 @@ { "": "", - "Name": "アイテム名", + "Name": "名前", "Species": "種族", "Human": "人間", "Halfling": "ハーフリング", "Dwarf": "ドワーフ", "Gnome": "ノーム", "Class": "クラス", - "Academic": "Academic", - "Burgher": "Burgher", - "Courtier": "Courtier", - "Peasant": "Peasant", - "Ranger": "レンジャー", - "Riverfolk": "Riverfolk", - "Rogue": "ローグ", + "Academic": "学士", + "Burgher": "都市民", + "Courtier": "廷臣", + "Peasant": "農村民", + "Ranger": "野外民", + "Riverfolk": "河川民", + "Rogue": "無頼", "Warrior": "戦士", "Career": "キャリア", "Status": "地位", @@ -29,11 +29,11 @@ "Bonus": "ボーナス", "WS": "武技", "BS": "射技", - "S": "動", + "S": "筋", "T": "頑", "I": "機", "Ag": "敏", - "Dex": "敏捷力", + "Dex": "器", "Int": "知力", "WP": "志", "Fel": "協", @@ -43,7 +43,7 @@ "Fortune": "幸運点", "Resilience": "執念点", "Resolve": "決意P", - "Motivation": "Motivation", + "Motivation": "動機", "Experience": "経験点", "Current XP": "現在", "Spent XP": "消費", @@ -57,15 +57,15 @@ "Athletics": "運動", "Bribery": "賄賂", "Channelling": "魔風交信", - "Azyr": "Azyr", - "Aqshy": "Aqshy", - "Chamon": "Chamon", - "Dhar": "Dhar", - "Ghur": "Ghur", - "Ghyran": "Ghyran", - "Hysh": "Hysh", - "Shyish": "Shyish", - "Ulgu": "Ulgu", + "Azyr": "アズィル", + "Aqshy": "アキュシー", + "Chamon": "シャモン", + "Dhar": "ダハル", + "Ghur": "ガウル", + "Ghyran": "グューラン", + "Hysh": "ハイシュ", + "Shyish": "シャイシュ", + "Ulgu": "ウルグ", "attr_1": "attr_1", "attr_Aqshy": "attr_Aqshy", "attr_Chamon": "attr_Chamon", @@ -79,10 +79,10 @@ "Charm Animal": "てなずけ", "Animal Care": "動物の世話", "Animal Training": "調教", - "Career Level": "Career Level", - "Career Path": "Career Path", - "High Elf": "High Elf", - "Wood Elf": "Wood Elf", + "Career Level": "キャリア・レベル", + "Career Path": "キャリア・パス", + "High Elf": "ハイエルフ", + "Wood Elf": "ウッドエルフ", "Climb": "登攀", "Consume Alcohol": "大酒飲み", "Cool": "冷静さ", @@ -137,287 +137,287 @@ "Track": "追跡", "Trade": "職能", "Talents": "異能", - "Ranks": "Ranks", + "Ranks": "取得回数", "Ambitions": "大望", "Party": "パーティ", "Armour": "鎧", "Locations": "部位", "AP": "AP", - "Qualities": "Qualities", + "Qualities": "品質", "Placeholder": "Placeholder", - "Trappings": "Trappings", - "Enc": "Enc", + "Trappings": "所持品", + "Enc": "荷重", "Max Enc.": "最大荷重", - "Psychology": "Psychology", - "Corruption & Mutations": "Corruption & Mutations", - "Corruption Points": "Corruption Points", + "Psychology": "心理ルール", + "Corruption & Mutations": "堕落と混沌変異", + "Corruption Points": "堕落ポイント", "Wealth": "財産", "GC": "GC", "SS": "SS", "BP": "BP", - "Wounds": "Wounds", - "Max Wounds": "Max Wounds", - "Critical Wounds": "Critical Wounds", + "Wounds": "耐久値", + "Max Wounds": "最大耐久値", + "Critical Wounds": "致命的負傷", "Conditions": "状態異常", - "Weapons": "Weapons", - "Group": "グループ化", - "Range/Reach": "Range/Reach", + "Weapons": "武器", + "Group": "グループ", + "Range/Reach": "遠隔/射程", "Damage": "ダメージ", - "spells": "spells", - "Spells & Prayers": "Spells & Prayers", - "CN": "CN", + "spells": "呪文", + "Spells & Prayers": "呪文と祈祷", + "CN": "発動値", "Range": "距離", - "Target/Rating": "Target/Rating", + "Target/Rating": "目標/数値", "Duration": "継続時間", - "Sin": "Sin", + "Sin": "罪", "Art": "芸術", - "Adv.": "Adv.", + "Adv.": "成長", "Total": "合計", "Custom": "カスタム", - "Custom Name": "Custom Name", - "Char.": "Char.", - "Basic Skills": "Basic Skills", - "Advanced Skills": "Advanced Skills", + "Custom Name": "カスタム名", + "Char.": "能力値", + "Basic Skills": "基本技能", + "Advanced Skills": "上級技能", "Max": "最大", - "Test Type": "Test Type", - "Description": "Description", - "Characteristic Modifiers": "Characteristic Modifiers", + "Test Type": "テストの種類", + "Description": "説明", + "Characteristic Modifiers": "能力値の修正", "None": "無し", - "Weapon Skill": "Weapon Skill", - "Ballistic Skill": "Ballistic Skill", + "Weapon Skill": "武器技能", + "Ballistic Skill": "弾道学技能", "Strength": "筋力", - "Toughness": "Toughness", + "Toughness": "頑健力", "Initiative": "イニシアチブ", - "Agility": "Agility", - "Dexterity": "敏捷力", + "Agility": "敏捷力", + "Dexterity": "器用度", "Intelligence": "知力", - "Willpower": "Willpower", - "Fellowship": "Fellowship", + "Willpower": "意志力", + "Fellowship": "協調性", "Out": "Out", "Global Penalty": "Global Penalty", - "modifier": "modifier", - "name": "name", - "specialisation display": "specialisation display", - "Basic": "基本", - "Cavalry": "Cavalry", - "Flail": "Flail", - "Polearm": "Polearm", - "Brawling": "Brawling", - "Fencing": "Fencing", - "Parry": "Parry", - "Two-Handed": "Two-Handed", - "Blackpowder": "Blackpowder", - "Crossbow": "Crossbow", - "Entangling": "Entangling", - "Sling": "Sling", - "Bow": "Bow", - "Engineering": "Engineering", - "Explosives": "Explosives", - "Throwing": "Throwing", - "Specialisation Name": "Specialisation Name", - "Short-term": "Short-term", - "Long-term": "Long-term", - "Party Name": "Party Name", - "Members": "Members", - "Modifiers": "Modifiers", + "modifier": "修正値", + "name": "名前", + "specialisation display": "専門分野表示", + "Basic": "基本武器類", + "Cavalry": "騎兵用武器類", + "Flail": "フレイル類", + "Polearm": "長柄武器類", + "Brawling": "格闘武器類", + "Fencing": "尖剣類", + "Parry": "受け流し用武器類", + "Two-Handed": "両手用武器類", + "Blackpowder": "黒色火薬武器類", + "Crossbow": "クロスボウ類", + "Entangling": "捕獲武器類", + "Sling": "投石武器類", + "Bow": "弓類", + "Engineering": "技師用武器類", + "Explosives": "爆破武器類", + "Throwing": "投擲武器類", + "Specialisation Name": "専門分野名", + "Short-term": "短期", + "Long-term": "長期", + "Party Name": "パーティ名", + "Members": "メンバー", + "Modifiers": "修正値", "Traits": "特性", "Type": "種類", - "Count Enc.": "Count Enc.", - "Armour Points": "Armour Points", - "Current Wounds": "Current Wounds", - "Location": "Location", - "Target": "ターゲット", - "School / Deity": "School / Deity", - "Enc.": "Enc.", + "Count Enc.": "荷重を加算する", + "Armour Points": "アーマー・ポイント", + "Current Wounds": "現在の耐久値", + "Location": "部位", + "Target": "目標", + "School / Deity": "魔法体系/神", + "Enc.": "荷重", "Choose": "選択", - "Weapon": "Weapon", - "Ammunition": "Ammunition", - "Pouch/Container": "Pouch/Container", - "Clothing/Accessory": "Clothing/Accessory", - "Pack/Container": "Pack/Container", - "Tool/Kit": "Tool/Kit", - "Book/Document": "Book/Document", - "Trade Tool/Workshop": "Trade Tool/Workshop", - "Animal/Vehicle": "Animal/Vehicle", - "Drug/Poison": "Drug/Poison", - "Herb/Draught": "Herb/Draught", - "Prosthetic": "Prosthetic", - "Current Enc.": "Current Enc.", + "Weapon": "武器", + "Ammunition": "弾薬", + "Pouch/Container": "ポーチ/運搬具", + "Clothing/Accessory": "衣類/装飾品", + "Pack/Container": "容器/運搬具", + "Tool/Kit": "道具類", + "Book/Document": "書物/文書", + "Trade Tool/Workshop": "職能道具/工房", + "Animal/Vehicle": "動物/乗り物", + "Drug/Poison": "薬物/毒物", + "Herb/Draught": "薬草/ドラフト", + "Prosthetic": "人工装具", + "Current Enc.": "現在の荷重", "Miscellaneous": "その他", - "Roll Notes": "Roll Notes", - "Head": "Head", - "Left Arm": "Left Arm", - "Right Arm": "Right Arm", - "Body": "Body", - "Right Leg": "Right Leg", - "Left Leg": "Left Leg", + "Roll Notes": "ロール説明", + "Head": "頭部", + "Left Arm": "左腕", + "Right Arm": "右腕", + "Body": "胴体", + "Right Leg": "右脚", + "Left Leg": "左脚", "Shield": "盾", - "Next Level": "Next Level", - "Level": "ユーザレベル", - "Careers": "Careers", - "Notes": "Notes", - "Characteristic Advances": "Characteristic Advances", - "Current Career": "Current Career", - "Level 1": "Level 1", - "Level 2": "Level 2", - "Level 3": "Level 3", - "Level 4": "Level 4", - "Skill 1": "Skill 1", - "Skill 2": "Skill 2", - "Skill 3": "Skill 3", - "Skill 4": "Skill 4", - "Skill 5": "Skill 5", - "Skill 6": "Skill 6", - "Skill 7": "Skill 7", - "Skill 8": "Skill 8", - "Skill 9": "Skill 9", - "Skill 10": "Skill 10", - "Skill 11": "Skill 11", - "Skill 12": "Skill 12", - "Talent 1": "Talent 1", - "Talent 2": "Talent 2", - "Talent 3": "Talent 3", - "Talent 4": "Talent 4", - "Talent 5": "Talent 5", - "Talent 6": "Talent 6", - "Talent 7": "Talent 7", - "Talent 8": "Talent 8", - "Talent 9": "Talent 9", - "Talent 10": "Talent 10", - "Skill Name": "Skill Name", - "Talent Name": "Talent Name", - "Experience Awards": "Experience Awards", + "Next Level": "次のレベル", + "Level": "レベル", + "Careers": "キャリア", + "Notes": "メモ", + "Characteristic Advances": "能力値の成長", + "Current Career": "現在のキャリア", + "Level 1": "LEVEL1", + "Level 2": "LEVEL2", + "Level 3": "LEVEL3", + "Level 4": "LEVEL4", + "Skill 1": "技能1", + "Skill 2": "技能2", + "Skill 3": "技能3", + "Skill 4": "技能4", + "Skill 5": "技能5", + "Skill 6": "技能6", + "Skill 7": "技能7", + "Skill 8": "技能8", + "Skill 9": "技能9", + "Skill 10": "技能10", + "Skill 11": "技能11", + "Skill 12": "技能12", + "Talent 1": "異能1", + "Talent 2": "異能2", + "Talent 3": "異能3", + "Talent 4": "異能4", + "Talent 5": "異能5", + "Talent 6": "異能6", + "Talent 7": "異能7", + "Talent 8": "異能8", + "Talent 9": "異能9", + "Talent 10": "異能10", + "Skill Name": "技能名", + "Talent Name": "異能名", + "Experience Awards": "獲得経験点", "Source": "ソース", "XP": "XP", - "Controls": "Controls", - "Control Buttons": "Control Buttons", - "Critical Hit": "Critical Hit", + "Controls": "管理", + "Control Buttons": "管理ボタン", + "Critical Hit": "クリティカルヒット", "Advantage": "有利", - "General": "General", - "Fumble": "Fumble", - "Character Size": "Character Size", - "Experience Mod": "Experience Mod", - "Wounds Mod": "Wounds Mod", - "Encumbrance Mod": "Encumbrance Mod", - "Query Difficulty": "Query Difficulty", - "Query Additional Bonuses": "Query Additional Bonuses", - "Automatic Success & Failure": "Automatic Success & Failure", - "Combat Options": "Combat Options", - "Maximum Advantage": "Maximum Advantage", - "Ranged Damage Bonus": "Ranged Damage Bonus", - "Melee Damage Bonus": "Melee Damage Bonus", - "Custom Modifiers": "Custom Modifiers", - "Non-Career Advances": "Non-Career Advances", - "Roll Options": "Roll Options", + "General": "一般", + "Fumble": "ファンブル", + "Character Size": "キャラクターサイズ", + "Experience Mod": "経験値修正", + "Wounds Mod": "耐久値修正", + "Encumbrance Mod": "荷重修正", + "Query Difficulty": "難易度入力あり", + "Query Additional Bonuses": "追加ボーナス、SB入力あり", + "Automatic Success & Failure": "絶対成功と絶対失敗の自動判定", + "Combat Options": "戦闘オプション", + "Maximum Advantage": "最大有利数", + "Ranged Damage Bonus": "遠隔攻撃ダメージボーナス", + "Melee Damage Bonus": "近接武器ダメージボーナス", + "Custom Modifiers": "カスタム修正値", + "Non-Career Advances": "ノンキャリア昇進", + "Roll Options": "ロールオプション", "Tiny": "超小型", - "Little": "Little", - "Small": "小", - "Average": "Average", - "Large": "大", - "Enormous": "Enormous", - "Monstrous": "Monstrous", + "Little": "小型", + "Small": "小柄", + "Average": "平均", + "Large": "大柄", + "Enormous": "大型", + "Monstrous": "超巨大", "On": "On", "Off": "Off", - "Default": "Default", - "Very Easy (+60)": "Very Easy (+60)", - "Easy (+40)": "Easy (+40)", - "Average (+20)": "Average (+20)", - "Challenging (0)": "Challenging (0)", - "Difficult (-10)": "Difficult (-10)", - "Hard (-20)": "Hard (-20)", - "Very Hard (-30)": "Very Hard (-30)", - "Target Number": "Target Number", - "Failure": "Failure", - "Success": "Success", - "Critical": "Critical", - "Success Level": "Success Level", - "SL Bonus": "SL Bonus", - "Magick": "Magick", + "Default": "デフォルト", + "Very Easy (+60)": "超容易(+60)", + "Easy (+40)": "容易(+40)", + "Average (+20)": "普通(+20)", + "Challenging (0)": "手強い(+0)", + "Difficult (-10)": "難しい(-10)", + "Hard (-20)": "多難(-20)", + "Very Hard (-30)": "超多難(+30)", + "Target Number": "目標値", + "Failure": "失敗", + "Success": "成功", + "Critical": "絶対", + "Success Level": "成功レベル", + "SL Bonus": "SLボーナス", + "Magick": "魔法言語", "Spell": "呪文", - "Prayer": "Prayer", - "Deity": "Deity", - "School": "School", - "Hit Location": "Hit Location", + "Prayer": "祈祷", + "Deity": "神", + "School": "魔法体系", + "Hit Location": "命中部位", "+SB": "+SB", - "Hide Control Buttons": "Hide Control Buttons", - "Switch": "Switch", + "Hide Control Buttons": "管理ボタンを隠す", + "Switch": "変更", "Accepting compendium drop": "Accepting compendium drop", - "Consolidate Rewards": "Consolidate Rewards", + "Consolidate Rewards": "報酬の統合", "Attacks": "攻撃", - "Settings": "Settings", + "Settings": "設定", "NPC": "NPC", - "Whisper to GM": "Whisper to GM", + "Whisper to GM": "GMへの秘話", "Enabled": "有効", - "Optional Traits": "Optional Traits", - "Show Skills": "Show Skills", - "Show Trappings": "Show Trappings", - "Worn": "Worn", + "Optional Traits": "オプションの特性", + "Show Skills": "技能を表示", + "Show Trappings": "所持品を表示", + "Worn": "着用", "TB": "TB", - "Combat": "Combat", - "Channelling (Aqshy)": "Channelling (Aqshy)", - "Channelling (Azyr)": "Channelling (Azyr)", - "Channelling (Chamon)": "Channelling (Chamon)", - "Channelling (Custom)": "Channelling (Custom)", - "Channelling (Dhar)": "Channelling (Dhar)", - "Channelling (Ghur)": "Channelling (Ghur)", - "Channelling (Ghyran)": "Channelling (Ghyran)", - "Channelling (Hysh)": "Channelling (Hysh)", - "Channelling (Shyish)": "Channelling (Shyish)", - "Channelling (Ulgu)": "Channelling (Ulgu)", - "Language (Magick)": "Language (Magick)", - "Melee (Basic)": "Melee (Basic)", - "Melee (Brawling)": "Melee (Brawling)", - "Melee (Cavalry)": "Melee (Cavalry)", - "Melee (Fencing)": "Melee (Fencing)", - "Melee (Flail)": "Melee (Flail)", - "Melee (Parry)": "Melee (Parry)", - "Melee (Polearm)": "Melee (Polearm)", - "Melee (Two-Handed)": "Melee (Two-Handed)", - "Ranged (Blackpowder)": "Ranged (Blackpowder)", - "Ranged (Bow)": "Ranged (Bow)", - "Ranged (Crossbow)": "Ranged (Crossbow)", - "Ranged (Engineering)": "Ranged (Engineering)", - "Ranged (Entangling)": "Ranged (Entangling)", - "Ranged (Explosives)": "Ranged (Explosives)", - "Ranged (Sling)": "Ranged (Sling)", - "Ranged (Throwing)": "Ranged (Throwing)", + "Combat": "戦闘", + "Channelling (Aqshy)": "魔風交信(アキュシー)", + "Channelling (Azyr)": "魔風交信(アズィル)", + "Channelling (Chamon)": "魔風交信(シャモン)", + "Channelling (Custom)": "魔風交信(カスタム)", + "Channelling (Dhar)": "魔風交信(ダハル)", + "Channelling (Ghur)": "魔風交信(ガウル)", + "Channelling (Ghyran)": "魔風交信(グューラン)", + "Channelling (Hysh)": "魔風交信(ハイシュ)", + "Channelling (Shyish)": "魔風交信(シャイシュ)", + "Channelling (Ulgu)": "魔風交信(ウルグ)", + "Language (Magick)": "言語(魔法語)", + "Melee (Basic)": "近接攻撃(基本武器類)", + "Melee (Brawling)": "近接武器(格闘武器類)", + "Melee (Cavalry)": "格闘武器(騎兵用武器類)", + "Melee (Fencing)": "近接武器(尖剣類)", + "Melee (Flail)": "近接武器(フレイル類)", + "Melee (Parry)": "近接武器(受け流し用武器類)", + "Melee (Polearm)": "近接武器(長柄武器類)", + "Melee (Two-Handed)": "近接武器(両手用武器類)", + "Ranged (Blackpowder)": "遠隔武器(黒色火薬武器類)", + "Ranged (Bow)": "遠隔攻撃(弓類)", + "Ranged (Crossbow)": "遠隔攻撃(クロスボウ類)", + "Ranged (Engineering)": "遠隔攻撃(技師用武器類)", + "Ranged (Entangling)": "遠隔攻撃(捕獲武器類)", + "Ranged (Explosives)": "遠隔武器(爆破武器類)", + "Ranged (Sling)": "遠隔攻撃(投石武器類)", + "Ranged (Throwing)": "遠隔攻撃(投擲武器類)", "Taken": "Taken", - "main": "main", - "combat": "combat", - "magic": "magic", - "advances": "advances", - "Experience Spends": "Experience Spends", - "Use": "Use", - "Advance Career Tier": "Advance Career Tier", - "Change Career (Incomplete)": "Change Career (Incomplete)", - "Change Career (Complete)": "Change Career (Complete)", - "Skill Name (Specialisation)": "Skill Name (Specialisation)", - "Additional Skills": "Additional Skills", - "This sheet has pending advance changes. Click below to save these changes.": "This sheet has pending advance changes. Click below to save these changes.", + "main": "メイン", + "combat": "戦闘", + "magic": "魔法", + "advances": "成長", + "Experience Spends": "使用経験点", + "Use": "使用", + "Advance Career Tier": "キャリアの昇格", + "Change Career (Incomplete)": "キャリアの変更(未完)", + "Change Career (Complete)": "キャリアの変更(完了)", + "Skill Name (Specialisation)": "技能名(専門分野)", + "Additional Skills": "追加技能", + "This sheet has pending advance changes. Click below to save these changes.": "キャラクターシートが変更されましたが保存されていません。変更を保存する場合にはクリックしてください。", "Update": "Update", - "Show": "Show", - "Hide": "Hide", - "Initiative Roll Bonus": "Initiative Roll Bonus", + "Show": "表示", + "Hide": "隠す", + "Initiative Roll Bonus": "イニシアチブロールボーナス", "settings_npc": "NPC", - "settings_npc_desc": "The NPC option sets new characters to default to the NPC card style 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.", - "setting_whisper": "Whisper Rolls to GM", - "settings_whisper_desc": "All sheet rolls are sent to all players in chat by default. If enabled, rolls from this sheet will be visible only to the GM.", - "setting_diff_option": "Query Difficulty", - "settings_difficulty_desc": "This will enable or disable the difficulty query window when rolls are made. When off, all rolls are made at the base target number.", + "settings_npc_desc": "NPCオプションを有効にすると、それ以降に作られた新規キャラクタシートは全てNPC用のものになります。プレイヤーキャラクターの作成は完了し、これから追加するキャラクターはNPCのみという場合に便利な機能です。", + "setting_whisper": "GMへの秘匿ロール", + "settings_whisper_desc": "キャラクターシートのすべてのダイスロールは、基本設定ではプレイヤー全員へチャットで送信されます。GMへの秘話を有効にすると、このキャラクターシートからのダイスロールはGMにのみ表示されます。", + "setting_diff_option": "難易度入力あり", + "settings_difficulty_desc": "ロールを行う際の難易度設定ウィンドウの有効・無効を設定します。オフにすると、すべてのロールは基本設定で振られます。", "settings_bonuses": "Query Bonuses", - "settings_bonuses_desc": "This will enable or disable the additional bonus and SL bonus windows when rolls are made.", - "settings_auto": "Automatic Success & Failure", - "settings_auto_desc": "This will change the boundaries for automatic success and failure on a roll. The default boundaries set the automatic success point at 01-05 and 96-100.", - "settings_initiative": "Initiative Roll", - "settings_initiative_desc": "This changes the way initiative will be sent to the turn tracker. In the default setting, a character's whole initiative characteristic will be sent to the turntracker. When using the other options, a d10 will be rolled and different configurations of characteristic bonuses will be added to it.", - "settings_maxadvantage": "Max Advantage", + "settings_bonuses_desc": "ロール時の追加ボーナスおよびSLボーナスウィンドウの有効/無効が設定されます。", + "settings_auto": "絶対成功と絶対失敗の自動判定", + "settings_auto_desc": "ロールの自動成功・失敗の設定が変更されます。初期設定では、自動成功が01~05、自動失敗が96~100に設定されています。", + "settings_initiative": "イニシアチブロール", + "settings_initiative_desc": "イニシアチブがターントラッカーに送信される方法を変更します。初期設定では、キャラクターのイニシアチブ値(能力値)がターントラッカーに送信されます。他のオプションを使用する場合、d10が振られ、異なる構成の特性ボーナスがそれに追加されます。", + "settings_maxadvantage": "最大有利数", "settings_bar1_value": "BAR 1 VALUE", "settings_bar1_max": "BAR 1 MAX", "settings_bar1_link": "BAR 1 LINK", - "settings_bar2_value": "BAR 2 VALUE", + "settings_bar2_value": "BAR 2 値", "settings_bar2_max": "BAR 2 MAX", "settings_bar2_link": "BAR 2 LINK", - "settings_bar3_value": "BAR 3 VALUE", + "settings_bar3_value": "BAR 3 値", "settings_bar3_max": "BAR 3 MAX", "settings_bar3_link": "BAR 3 LINK" } \ No newline at end of file diff --git a/approved.yaml b/approved.yaml index 544957049e..4c80a93cdc 100644 --- a/approved.yaml +++ b/approved.yaml @@ -4567,3 +4567,8 @@ tormenta20goty: - Tormenta20 Game of the Year - Tormenta - publisher +courtofblades: +- Court Of Blades +- Court Of Blades +- Forged in the Dark +- publisher