From 231c25b7b1b5eddd955f859b2bfbb92fa2fb8af5 Mon Sep 17 00:00:00 2001 From: wing-it Date: Mon, 3 Oct 2022 21:45:14 -0400 Subject: [PATCH] New translations translation.json (Russian) --- .../translations/ru.json | 60 +++++++++---------- 1 file changed, 30 insertions(+), 30 deletions(-) diff --git a/Stars_Without_Number_Revised/translations/ru.json b/Stars_Without_Number_Revised/translations/ru.json index 0fb95d69ea..31e0f412d1 100644 --- a/Stars_Without_Number_Revised/translations/ru.json +++ b/Stars_Without_Number_Revised/translations/ru.json @@ -82,7 +82,7 @@ "ATMOSPHERIC_CONFIGURATION_DESC": "Can land: Frigates and fighters only.", "ATTACK": "Атака", "ATTACKS": "Атаки", - "ATTACK_BONUS": "Attack Bonus", + "ATTACK_BONUS": "Бонус Атаки", "ATTACK_BONUS_SHORT": "AB", "ATTR": "Хар.", "ATTRIBUTE": "Attribute", @@ -149,7 +149,7 @@ "CHARGED_PARTICLE_CASTER": "Charged Particle Caster", "CHARISMA": "Харизма", "CHARISMA_DESC": "Commanding, charming, attracting attention, being taken seriously", - "CHARISMA_SHORT": "CHA", + "CHARISMA_SHORT": "ХАР", "CHECK_RESULT": "Check Result", "CHOOSE_ARMOR": "Choose armor", "CHOOSE_CYBERWARE": "Choose cyberware", @@ -200,13 +200,13 @@ "COMPUTING_GEAR": "Computing Gear", "CONCERT_OF_MINDS": "Concert of Minds", "CONCERT_OF_MINDS_DESC": "As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member’s skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member’s powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.", - "CONNECT": "Connect", + "CONNECT": "Связи", "CONNECTED": "Connected", "CONNECTED?": "Connected?", "CONNECTED_DESC": "You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\nLevel 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.\nLevel 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.", "CONSTITUTION": "Телосложение", "CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep", - "CONSTITUTION_SHORT": "CON", + "CONSTITUTION_SHORT": "ТЕЛ", "CONVERSION_BOW": "Conversion Bow", "CONVERSION_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.", "CONVINCE": "Convince", @@ -262,7 +262,7 @@ "DETAILS": "details", "DEXTERITY": "Ловкость", "DEXTERITY_DESC": "Speed, evasion, manual dexterity, reaction time, combat initiative", - "DEXTERITY_SHORT": "DEX", + "DEXTERITY_SHORT": "ЛОВ", "DIE_HARD": "Die Hard", "DIE_HARD_DESC": "You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.\nLevel 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.\nLevel 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.", "DIPLOMAT": "Diplomat", @@ -291,8 +291,8 @@ "ELITE_FIGHTER": "Elite Fighter", "EMISSIONS_DAMPERS": "Emissions dampers", "EMISSIONS_DAMPERS_DESC": "Adds +2 to skill checks to avoid detection.", - "ENCUMBRANCE": "Encumbrance", - "ENCUMBRANCE_SHORT": "Enc", + "ENCUMBRANCE": "Нагрузка", + "ENCUMBRANCE_SHORT": "Нагр", "ENVIRONMENTAL_POWER": "Environmental Power", "ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.", "EQUIPMENT": "Экипировка", @@ -343,7 +343,7 @@ "FLAWLESS_MASTERY": "Flawless Mastery", "FLAWLESS_MASTERY_DESC": "When this technique is learned, the adept may choose one technique from any discipline they know. That technique no longer requires Effort to be Committed in any way, though other techniques that augment it may still exact a cost. Mastered Psychic Static, for example, can expend an effectively unlimited amount of effort. If the technique has a duration based on Committed Effort then it lasts until the metapsion chooses to end it or is killed. This technique may only be mastered once, though the perfected technique may be changed with a month of meditation and practice.", "FLEET_CRUISER": "Fleet Cruiser", - "FOCI": "Foci", + "FOCI": "Фокусы", "FOCI_LOCATION": "Foci location", "FOCI_LOCATION_DESC": "Determines where the foci section on the character sheet is shown.", "FOCUS": "Focus", @@ -372,7 +372,7 @@ "GAMBLING": "Gambling", "GANG_BOSS": "Gang Boss", "GANG_MEMBER": "Gang Member", - "GEAR": "Gear", + "GEAR": "Снаряжение", "GECKO_ANCHORS": "Gecko Anchors", "GECKO_ANCHORS_DESC": "Miniaturized gravitic manipulators are embedded in the subject’s hands and feet as part of this complex surgery. While they are too weak to allow levitation or damping fall damage, they can twist localized gravity around those limbs to anchor the subject to the nearest surface capable of bearing their weight. As a result, the user can freely run or climb up or down sheer surfaces at their normal movement rate, carrying no more than their normal maximum encumbrance.", "GENEENGINEERED_KILLER": "Geneengineered Killer", @@ -431,7 +431,7 @@ "HIDDEN": "Hidden", "HIDE": "Скрыть", "HISTORY": "История", - "HIT_POINTS": "Hit Points", + "HIT_POINTS": "Очки Здоровья", "HOLDOUT_CAVITY": "Holdout Cavity", "HOLDOUT_CAVITY_DESC": "Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than TL4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.", "HOLISTIC_OPTIMIZATION_PATTERNING": "Holistic Optimization Patterning", @@ -475,7 +475,7 @@ "INTEGRITY_STIMS_DESC": "Usually found in the form of a skinspray applicator, integrity stims restore 2d6+2 hit points to a subject for each dose applied. Each dose increases the target’s System Strain by 1 point, and the stims are useless to those with maximized System Strain. More than one dose can be triggered into a subject in one round, but each dose after the first adds an additional second System Strain point from the sudden overload of stimulants.", "INTELLIGENCE": "Интеллект", "INTELLIGENCE_DESC": "Memory, reasoning, technical skills, general education", - "INTELLIGENCE_SHORT": "INT", + "INTELLIGENCE_SHORT": "ИНТ", "INTUITIVE_RESPONSE": "Intuitive Response", "INTUITIVE_RESPONSE_DESC": "As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else’s involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.", "INVINCIBLE_STAND": "Invincible Stand", @@ -548,7 +548,7 @@ "MAX": "Макс", "MAXIMUM": "Maximum", "MAXIMUM_EFFORT_DESC": "1 + WIS/CON mod + highest psychic skill + effort modifier", - "MAXIMUM_HIT_POINTS": "Maximum hit points", + "MAXIMUM_HIT_POINTS": "Макс Очки Здоровья", "MAXIMUM_HP_1": "Maximum of", "MAXIMUM_HP_2": "и", "MECH": "Mech", @@ -563,8 +563,8 @@ "MELEE_WEAPONS": "Melee weapons", "MEMORY_EDITING": "Memory Editing", "MEMORY_EDITING_DESC": "The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn’t have a good understanding of the memories they’re changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.", - "MENTAL": "Mental", - "MENTAL_SAVE": "Mental Save", + "MENTAL": "Ментальный", + "MENTAL_SAVE": "Ментальный Сбасбросок", "METADIMENSIONAL_FRICTION": "Metadimensional Friction", "METADIMENSIONAL_FRICTION_DESC": "As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.", "METAMORPH": "Metamorph", @@ -595,7 +595,7 @@ "MULTIFOCAL_LASER": "Multifocal Laser", "MUSKET": "Musket", "MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.", - "NAME": "Название", + "NAME": "Имя", "NAVCOMP": "Navcomp", "NAVCOMP_DESC": "A combination of low-tech compasses, automappers, astronomic charts, and gyroscopes packed into a flat, one-kilo case. A character with a navcomp will never get lost on worlds with GPS satellites. They can also make a crude but serviceable automatic map of all buildings or landscapes they travel through. Other terrestrial navigation skill checks are made at a +1 bonus.", "NAVIGATION": "Navigation", @@ -647,8 +647,8 @@ "PERSONAL_APPORTATION_DESC": "The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void.\nThe core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind.\nA teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power.\nThe maximum range of Personal Apportation depends on the teleporter’s skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\nLevel-0: The psychic can teleport up to 10 meters.\nLevel-1: The psychic can teleport up to 100 meters.\nLevel-2: The psychic can teleport up to 10 kilometers.\nLevel-3: The psychic can teleport up to 1,000 kilometers.\nLevel-4: The psychic can teleport anywhere on a planet’s surface or near orbit.", "PERSUADE": "Persuade", "PHARMACEUTICALS": "Pharmaceuticals", - "PHYSICAL": "Physical", - "PHYSICAL_SAVE": "Physical Save", + "PHYSICAL": "Физический", + "PHYSICAL_SAVE": "Физический Спасбросок", "PILOT": "Пилотирование", "PIRATE_KING": "Pirate King", "PLANETARY_DEFENSE_ARRAY": "Planetary Defense Array", @@ -698,7 +698,7 @@ "PROFICIENT": "Владеет", "PROFICIENT_APPORTATION": "Proficient Apportation", "PROFICIENT_APPORTATION_DESC": "Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.", - "PROGRAM": "Program", + "PROGRAM": "Компьютеры", "PROPHECY": "Prophecy", "PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.", "PROSTHETIC_LIMB": "Prosthetic Limb", @@ -792,7 +792,7 @@ "SAVAGE_FRAY": "Savage Fray", "SAVAGE_FRAY_DESC": "You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.\nLevel 1: Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.\nLevel 2: After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.", "SAVE": "СБ(Спас)", - "SAVES": "Saves", + "SAVES": "Спасброски", "SAVING_THROW": "Saving Throw", "SAVING_THROWS": "Испытания", "SCENE": "Scene", @@ -844,7 +844,7 @@ "SIZE": "Размер", "SKILL": "Скилл", "SKILLED_PROFESSIONAL": "Skilled Professional", - "SKILLS": "Скиллы", + "SKILLS": "Навыки", "SKILL_AB": "Skill AB", "SKILL_ATTRIBUTE_CHOICE": "Skill attribute choice", "SKILL_BLURB": "Cost to raise by 1: New Level + 1. Min level 1 for skill lvl 0 and 1, 3 for skill 2, 6 for skill 3, and 9 for skill 4.", @@ -932,16 +932,16 @@ "STORM_ARMOR": "Storm Armor", "STORM_ARMOR_DESC": "Storm armor is a more advanced form of assault suit, one that can be fabricated only by those worlds that have retained some degree of Mandate-grade technical infrastructure. Aside from functioning as an assault suit, the storm armor’s exo-augments allow the wearer to treat their Strength as 4 points higher for encumbrance purposes. Integral gravitic boosters allow the wearer to leap up to 20 meters as a Move action, either horizontally or vertically, and allow the wearer to fall up to 40 meters without suffering harm. An onboard medical computer can attempt last-ditch stabilization of the wearer if all other efforts fail; when the wearer would normally die from an untreated mortal wound, they can make a Physical save to self-stabilize. Storm armor requires the same type B power cell as an assault suit, and each cell powers it for 24 hours.", "STOWED": "Stowed", - "STRAIN": "Strain", - "STRAIN_EXTRA": "Strain Extra", + "STRAIN": "Стресс", + "STRAIN_EXTRA": "Экстра Стресс", "STRAIN_COST": "Strain cost", "STREET": "Street", "STRENGTH": "Сила", - "STRENGTH/2": "Strength/2", + "STRENGTH/2": "Сила/2", "STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force", - "STRENGTH_SHORT": "STR", + "STRENGTH_SHORT": "СИЛ", "STRIKE_FIGHTER": "Strike Fighter", - "STR_DEX": "STR/DEX", + "STR_DEX": "СИЛ/ЛОВ", "STUN_BATON": "Stun baton", "STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.", "STUTTERJUMP": "Stutterjump", @@ -978,8 +978,8 @@ "SYSTEM_DRIVE_DESC": "Replace spike drive with a small system drive.", "SYSTEM_RESET_INDUCTOR": "System Reset Inductor", "SYSTEM_RESET_INDUCTOR_DESC": "An array of pretech pharmaceuticals of truly heroic breadth, a sprayhypo full of system reset inductor is one of the most powerful concoctions ever devised by pretech biochemists. On injection, the subject immediately loses all accrued System Strain points barring those permanently added by cyberware. The user can gain new System Strain normally, but 48 hours after the inductor has been administered, the strain will catch up with them. They fall immediately unconscious with 1 hit point and maximized System Strain, and will remain in a coma for 48 hours before awakening. Use of a second inductor before the first has run its course will inevitably kill the subject within five rounds of application, with no hope of revival by psionic disciplines or conventional medical aid.", - "SYSTEM_STRAIN": "System Strain", - "SYSTEM_STRAIN_/_MAX": "System Strain / Max", + "SYSTEM_STRAIN": "Стресс Организма", + "SYSTEM_STRAIN_/_MAX": "Стресс Организма / Макс", "TACTICS": "Tactics", "TAGGER_NANITES": "Tagger Nanites", "TAGGER_NANITES_DESC": "While true nanotechnology is beyond the grasp of standard TL4 science, this cyberware allows for the implantation of very simple nanofactories in the user, ones that exude a constant imperceptible “smart dust”. Objects the user touches can be tagged by these nanites, which generate more of their kind for up to 48 hours after tagging. The dust then lays down a trail behind the tagged object, one that is visible to the user or to someone using a properly-keyed tracer. Only counter-nanite measures can remove the dust, as ordinary bathing or scrubbing is insufficient. The dust can be pinged by radio to announce its location to anyone within five kilometers, but most users prefer to leave the dust in passive mode, where it is undetectable to most TL4 sensors. Tagging an object adds one System Strain to the user.", @@ -1050,7 +1050,7 @@ "TORPEDO_LAUNCHER": "Torpedo Launcher", "TOTAL": "Всего", "TOTAL_CYBERWARE_STRAIN": "Total Cyberware Strain", - "TOTAL_STRAIN": "Total Strain", + "TOTAL_STRAIN": "Общий Стресс", "TOXIN_INJECTOR": "Toxin Injector", "TOXIN_INJECTOR_DESC": "The user’s canines or fingernails are altered to allow for the injection of one of two types of poison. If the user attempts to inject an unsuspecting victim they are already touching, the attempt is automatically successful. If the victim is wary or in combat, they can only be affected if they are unarmored and the user succeeds in a Punch attack roll. On a success, the victim must make a Physical saving throw at -2 or be incapacitated by the poison, dying in 1d6 rounds or being incapacitated for 1d6 hours at the user’s discretion. Each poison attack adds 2 System Strain to the user.", "TRACTOR_BEAMS": "Tractor beams", @@ -1131,7 +1131,7 @@ "WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.", "WISDOM": "Мудрость", "WISDOM_DESC": "Noticing things, making judgments, reading situations, intuition", - "WISDOM_SHORT": "WIS", + "WISDOM_SHORT": "МДР", "WORK": "Профессия", "WORKSHOP": "Workshop", "WORKSHOP_DESC": "Automated tech workshops for maintenance.", @@ -1139,7 +1139,7 @@ "WOVEN_BODY_ARMOR": "Woven Body Armor", "WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.", "XP": "XP", - "XP_NEXT_LEVEL": "XP / Next Level", + "XP_NEXT_LEVEL": "XP / След Уровень", "XP_SCHEME": "XP scheme", "XP_SCHEME_DESC": "Chose what to show in the \"next level xp\" field, if anything.", "YES": "Да"