Update GURPS
- GURPS/gurps.html - Correções Ortográficas. - Merging strings with the same data-i18n attribute. To remove duplicate strings. - Renamed some data-i18n attributes. - Added data-i18n attribute to some <option> tags. To enable the translation of combobox. - GURPS/translation.json - Updated translation.json with news strings from gurps.html.
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@@ -35,8 +35,8 @@
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"sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.",
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"sheet-show-new-techniques": "Show Revised Techniques Table",
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"sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.",
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"sheet-show-raw-defense=notes": "Show Active Defense Notes",
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"sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
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"sheet-show-raw-defense-notes": "Show Active Defense Notes",
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"sheet-show-raw-defense-notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
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"sheet-style-option": "Sheet Style",
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"sheet-style-desc": "Select a visual style for the character sheet.",
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"roll-modifiers-heading": "Roll Modifiers",
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@@ -63,11 +63,11 @@
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"elevation-label": "Elevation",
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"ranged-elevation-label": "Elevation. If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.",
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"range-speed-label": "Range/Speed",
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"range-speed-tooltip": "Enter the ranget of target and factor in relative speed if target crosses path of shooter. See B372.",
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"range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.",
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"aim-bonus-label": "Aim Bonus",
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"aiming-bonus-tooltip": "Each turn <b>after</b> the initial aim, you get an additional bonus. See B364",
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"abbreviation-rate-of-fire-label": "RoF",
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"rate-of-fire-tooltip": "see translation",
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"rate-of-fire-tooltip": "Rate of Fire<br>The maximum number of shots that can be fired in <br>one turn (by a regular person).<br>The minimum number of shots is 1.<br><br><strong>!</strong>: minimum RoF is 1/4 of the maximum, rounded up.<br><strong>mxn</strong>: fires the first number of shots, which each then<br>split into the second number (eg. shotguns)<br><strong>Jet</strong>: shoots a continuous stream of fluid. See page 106.",
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"scope-label": "Scope",
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"scope-bonus-tooltip": "Each turn <b>after</b> the initial aim, you get an additional bonus up to the scope's bonus.<br>Fixed scopes, aim at least as many turns as the scope's bonus.<br>See B412",
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"vehicle-targeting-label": "Vehicle Targeting",
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@@ -93,7 +93,7 @@
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"cover-title": "Cover",
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"light-cover-label": "Light Cover: -2",
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"light-cover-tooltip": "Shooting through light cover is -2 to hit. See B548",
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"target-prone-label": "Target Prown: -2",
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"target-prone-label": "Target Prone: -2",
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"target-prone-tooltip": "If target is crouching, kneeling, sitting, or lying down, apply -2 to hit torso, groin, or legs.",
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"partly-exposed-label": "Partly Exposed: -2",
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"partly-exposed-tooltip": "Target or hit location is partly exposed, add an additional -2 to hit. See B548",
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@@ -102,7 +102,7 @@
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"maneuvers-posture-title": "Maneuvers and Posture",
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"maneuver-title": "Maneuver",
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"step-attack-label": "Step/Attack: +0",
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"step-attack-tooltip": "Attack. Movement: Step. Active Defense: Any. See B365",
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"step-attack-tooltip": "Melee Attack. Movement: Step. Active Defense: Any. See B365",
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"step-feint-label": "Feint: +0",
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"step-feint-tooltip": "Feint. Contest of melee weapon skills, defender is at -1 defense per point you win by. Lasts one second! Movement: Step. Active Defense: Any, but if you parry with unbalanced, you may not attack. See B365",
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"move-attack-label": "Move/Attack: -4 *",
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@@ -292,7 +292,7 @@
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"trident-block-tooltip": "<b>NOTE:</b> From <i>Dungeon Fantasy</i>. +1 to <b>block</b> or <b>parry</b> a trident. See DF Exploits-97",
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"spell-modifiers-title": "Spell Modifiers",
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"concentration-label": "Concentration",
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"cocentration-penalty-tooltip": "<b>Concentration</b> spell penalty<br><input type=\"hidden\" name=\"attr_spell_maintained_count\" value=\"0\">Number of spells: <span name=\"attr_spell_maintained_count\"></span>.<br><i>NOTE:</i> Use options tab to adjust the penalty.",
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"cocentration-penalty-tooltip": "<b>Concentration</b> spell penalty<br><input type=\"hidden\" name=\"attr_spell_maintained_count\" value=\"0\">Number of spells: <span name=\"attr_spell_maintained_count\">0</span>.<br><i>NOTE:</i> Use options tab to adjust the penalty.",
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"low-mana-label": "Low Mana: -5",
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"low-mana-tooltip": "Only <i>mages</i> can cast spells and all spells are at -5. Critical failures have mild effects or no effect at all. See B235.",
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"burn-abbreviate-hit-points-label": "Burn HP",
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@@ -313,7 +313,7 @@
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"defense-nauseated-label": "Nauseated: -1",
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"defense-nauseated-tooltip": "If nauseated, you're at -1 to defend. See B428",
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"encumbered-label": "Encumbered",
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"encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, ar any fencing Parry. See B549",
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"encumbered-tooltip": "Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
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"cant-see-attacker-label": "Can't See Attacker: -4",
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"cant-see-attacker-tooltip": "If you can't see the target you're at -4. A <b>block</b> or <b>parry</b> requires Hearing-2. See B549",
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"bad-footing-label": "Bad Footing",
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@@ -406,8 +406,8 @@
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"tab-inventory": "Inventory",
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"tab-grimoire": "Grimoire",
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"tab-updates": "Updates",
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"size-modifier-strength-warning-message": "<b style=\"color: red\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_strength_adjustment\"></span> character points for Strength.",
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"size-modifier-hit-point-warning-message": "<b style=\"color: red\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_hit_point_adjustment\"></span> character points for Extra Hit Points.",
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"size-modifier-strength-warning-message": "<b style=\"color: red;\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_strength_adjustment\"></span> character points for Strength.",
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"size-modifier-hit-point-warning-message": "<b style=\"color: red;\">Warning!</b> Due to your Size Modifier <span name=\"attr_size\"></span> you only need to spend <span name=\"attr_size_modifier_cp_hit_point_adjustment\"></span> character points for Extra Hit Points.",
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"attributes-label": "Attributes",
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"abbreviation-modifier-label": "Mod",
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"attributes-modifier-tooltip": "A modifier that will be applied to your <br>attribute. All derived attributes draw their<br>base from your unmodified attributes.<br>Therefore this MOD will generally only<br> affect direct attribute rolls and skill rolls.",
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@@ -442,17 +442,17 @@
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"abbreviation-knock-down": "K Down",
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"attribute-knock-down-tooltip": "Knockdown & Stunning Check, based on Health.<br>Roll: <br>Whenever you suffer a major wound. B420<br>Whenever you are struck in the head (skull, face, or eye) or<br>vitals for enough injury to cause a shock penalty,<br>You must make an immediate HT roll to avoid knockdown and stunning. <br><i>>Modifiers:</i> <br>-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).<br>-10 for a major wound to the skull or eye. <br>+3 High Pain Threshold<br>-4 Low Pain Threshold",
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"abbreviation-unconscious": "Unc.",
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"attribute-unconscious-check-tooltip": "Unconscious Check, based on Health<br>If HP zero or less, roll per turn to take an Active Action.<br>-1 per full multiple of HP below zero.<br>Hard/Easy to Subdue: Gives +/- per level to Unconscious Check<br>Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
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"attribute-unconscious-check-tooltip": "Unconscious Check, based on Health<br>If HP zero or less, roll per turn to take an Active Action.<br>-1 per full multiple of HP below zero.<br>Hard/Easy to Subdue: Gives +/- per level to Unconscious Check<br>Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
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"abbreviation-death-check": "Death",
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"attribute-death-check-tooltip": "Death Check, based on Health.<br>On damage taken: Immediately Roll a Death Check if you are<br>at-1xHP or more.<br>Roll again each time you suffer injury equal to a further<br>multiple of your HP. (-2xHP, -3xHP, -4xHP) <br>Immediate Death at -5xHP<br>Hard/Easy to Kill: Gives +/- per level to a Death Check<br>Fit +1 to Death Check . Very Fit +2 to Death Check",
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"speed-label": "Speed",
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"attribute-speed-tooltip": "Basic Speed<br>Based on Health and Dexterity<br>5pts/0.25<br>Unmodified: <span name=\"attr_basic_speed_base\"></span>",
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"attribute-speed-tooltip": "Basic Speed<br>Based on Health and Dexterity<br>5pts/0.25<br>Unmodified: <span name=\"attr_basic_speed_base\" value=\"10\"></span>",
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"attribute-move": "Move",
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"attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified: <span name=\"attr_basic_move_base\"></span><br>Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
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"attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified: <span name=\"attr_basic_move_base\" value=\"0\"></span><br>Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
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"abbreviation-enhanced": "Enhncd",
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"attribute-enhanced-ground-move-tooltip": "Enhanced ground move. <br>10pts per half level. Can use up|down arrow keys<br>Level: <span name=\"attr_enhanced_ground_move_multiple\"></span>",
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"attribute-enhanced-ground-move-tooltip": "Enhanced ground move. <br>10pts per half level. Can use up|down arrow keys<br>Level: <span name=\"attr_enhanced_ground_move_multiple\" value=\"0\"></span>",
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"attribute-dodge": "Dodge",
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"attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified: <span name=\"attr_dodge_base\"></span><br>Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)",
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"attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified: <span name=\"attr_dodge_base\" value=\"0\"></span><br>Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)",
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"abbreviation-lifting-strength": "Lift ST",
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"attribute-lifting-strength-tooltip": "Lifting Strength (B65)<br>Based on Strength 3pts/level<br>Unmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_lift_st_base\" readonly=\"readonly\">",
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"attribute-lift": "Lift",
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@@ -552,19 +552,23 @@
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"turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.<br>Turn Radius = (Final Velocity / Base Move Score) rounded down.<br>Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.<br>See B394.",
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"tight-turn-label": "Tight Turn",
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"tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.<br>120° facing change instead of 60°.<br>Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.<br>See B395.",
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"option-select": "--Select--",
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"option-ground": "Ground",
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"option-air": "Air",
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"option-water": "Water",
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"movement-feats-label": "Movement Feats",
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"flying-label": "Flying",
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"flight-label": "Flight",
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"flight-tooltip": "Check the box to add Flight (B56) to the character. <br>This will update the Air movement column for the encumbrance table.<br>Use the text box to enter the number of character points used for Flight",
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"abbreviation-air-move-label": "Air Mv",
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"air-move-tooltip": "Base Air Move = Basic Speed * 2 = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_air_move_unmodified\" readonly=\"readonly\"><br>2pts/level, you can use up and down arrows",
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"enhanced-air-move-tooltip": "Enhanced Air Move<br>Modifier box: steps of .5, you can use up and down arrows.<br>Points box: 10 points per half-level, you can use up and down arrows.<br>Each level doubles top air move. Half-level is a multiple of 1.5.<br>Level: <span name=\"attr_enhanced_air_move_level\"></span>",
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"enhanced-air-move-tooltip": "Enhanced Air Move<br>Modifier box: steps of .5, you can use up and down arrows.<br>Points box: 10 points per half-level, you can use up and down arrows.<br>Each level doubles top air move. Half-level is a multiple of 1.5.<br>Level: <span name=\"attr_enhanced_air_move_level\" value=\"0\"></span>",
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"swimming-label": "Swimming",
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"abbreviation-amphibious-label": "Amphib",
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"amphibious-tooltip": "Amphibious: Check the box to apply Amphibious (B40) to character<br>This will update the swimming movement on the encumbrance table.",
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"abbreviation-water-move-label": "Wtr Mv",
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"water-move-tooltip": "Basic Move = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_water_move_unmodified\" readonly=\"readonly\"><br>Formula = Basic Move / 5 or Basic Move if amphibious.<br>5pts/level, you can use up and down arrows.<br>NOTE: Max +2 water move if you have swimming skill.",
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"enhanced-water-move-tooltip": "Enhanced Water Move<br>Modifier box: steps of .5, you can use up and down arrows.<br>Points box: 10 points per half-level, you can use up and down arrows.<br>Each level doubles top water move. Half-level is a multiple of 1.5.<br>Level: <span name=\"attr_enhanced_water_move_level\"></span>",
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"enhanced-water-move-tooltip": "Enhanced Water Move<br>Modifier box: steps of .5, you can use up and down arrows.<br>Points box: 10 points per half-level, you can use up and down arrows.<br>Each level doubles top water move. Half-level is a multiple of 1.5.<br>Level: <span name=\"attr_enhanced_water_move_level\" value=\"0\"></span>",
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"jumping-label": "Jumping",
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"skill-label": "Skill",
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"jump-skill-tooltip": "Jump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)instead of Basic Move to calculate jumping distances. B352",
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@@ -621,10 +625,16 @@
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"native-language-label": "Native Language",
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"spoken-label": "Spoken",
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"written-label": "Written",
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"option-native": "Native",
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"option-accented": "Accented",
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"option-broken": "Broken",
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"option-none": "None",
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"option-literate": "Literate",
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"option-semi-literate": "Semi-literate",
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"learned-language-label": "Learned Languages",
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"miscellaneous-label": "Miscellaneous",
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"technology-level-label": "Tech Level",
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"technology-level-tooltip": "This is the technology level that your character is familiar with.<br>It costs 5 points to raise this above or below the campaign's<br>normal TL.<div class=\"sheet-clearfix\"></div><table style=\"text-align: left\"><tbody><tr><td>TL0</td><td>Stone Age (Prehistory and later). </td></tr><tr><td>TL1</td><td>Bronze Age (3500 B.C.+).</td></tr><tr><td>TL2</td><td>Iron Age (1200 B.C.+).</td></tr><tr><td>TL3</td><td>Medieval (600 A.D.+).</td></tr><tr><td>TL4</td><td>Age of Sail (1450+).</td></tr><tr><td>TL5</td><td>Industrial Revolution (1730+).</td></tr><tr><td>TL6</td><td>Mechanized Age (1880+).</td></tr><tr><td>TL7</td><td>Nuclear Age (1940+).</td></tr><tr><td>TL8</td><td>Digital Age (1980+).</td></tr><tr><td>TL9</td><td>Microtech Age (2025+?).</td></tr><tr><td>TL10</td><td>Robotic Age (2070+?).</td></tr><tr><td>TL11</td><td>Age of Exotic Matter.</td></tr><tr><td>TL12+</td><td>Whatever the GM likes!</td></tr></tbody></table>",
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"technology-level-tooltip": "This is the technology level that your character is familiar with.<br>It costs 5 points to raise this above or below the campaign's<br>normal TL.<div class=\"sheet-clearfix\"></div><table style=\"text-align: left;\"><tbody><tr><td>TL0</td><td>Stone Age (Prehistory and later). </td></tr><tr><td>TL1</td><td>Bronze Age (3500 B.C.+).</td></tr><tr><td>TL2</td><td>Iron Age (1200 B.C.+).</td></tr><tr><td>TL3</td><td>Medieval (600 A.D.+).</td></tr><tr><td>TL4</td><td>Age of Sail (1450+).</td></tr><tr><td>TL5</td><td>Industrial Revolution (1730+).</td></tr><tr><td>TL6</td><td>Mechanized Age (1880+).</td></tr><tr><td>TL7</td><td>Nuclear Age (1940+).</td></tr><tr><td>TL8</td><td>Digital Age (1980+).</td></tr><tr><td>TL9</td><td>Microtech Age (2025+?).</td></tr><tr><td>TL10</td><td>Robotic Age (2070+?).</td></tr><tr><td>TL11</td><td>Age of Exotic Matter.</td></tr><tr><td>TL12+</td><td>Whatever the GM likes!</td></tr></tbody></table>",
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"cultural-familiarities-label": "Cultural Familiarities",
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"advantages-label": "Advantages",
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"abbreviation-level-label": "LVL",
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@@ -632,7 +642,7 @@
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"abbreviation-frequency-of-appearance-label": "FOA",
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"frequency-of-appearance-tooltip": "Frequency of Appearance<br><table><tbody><tr><td>15 or less></td><td></td></tr><tr><td>12 or less></td><td></td></tr><tr><td>9 or less></td><td></td></tr><tr><td>6 or less></td><td></td></tr></tbody></table>",
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"abbreviation-book-reference-label": "Ref",
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"book-reference-tooltip": "Reference to book and page numbers.<br>Examples:<br>B238 = GURPS Basic, Page 238<br>PU2:126 = Power-Ups 2. Page 126<br>",
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"book-reference-tooltip": "Reference to book and page numbers.<br>Examples:<br>B238 = GURPS Basic, Page 238<br>PU2:126 = Power-Ups 2. Page 126",
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"show-notes-below-label": "Show notes below in roll template",
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"abbreviation-self-control-number-label": "SCN",
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"self-control-number-tooltip": "Self-control Number OR<br>Frequency of Appearance<br><table><tbody><tr><td>15 or less</td></tr><tr><td>12 or less</td></tr><tr><td>9 or less</td></tr><tr><td>6 or less</td></tr></tbody></table>",
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@@ -663,6 +673,16 @@
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"hair-label": "Hair",
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"physical-appearance-label": "Appearance",
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"physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost onthe Traits tab under Advantages or Disadvantages.",
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"option-horrific": "Horrific (-6)",
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"option-monstrous": "Monstrous (-5)",
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"option-hideous": "Hideous (-4)",
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"option-ugly": "Ugly (-2)",
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"option-unattractive": "Unattractive (-1)",
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"option-average": "Average",
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"option-attractive": "Attractive (+1)",
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"option-handsome-beautiful": "Handsome/Beautiful (+4/2)",
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"option-very-handsome-beautiful": "Very Handsome/Beautiful (+6/2)",
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"option-transcendent": "Transcendent (+8/2)",
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"tattoos-scars-etc-label": "Tattoos, scars, etc.",
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"scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.",
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"background-information-label": "Background Information",
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@@ -691,6 +711,17 @@
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"modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.<br>Use the pencil/paper icon to select modifiers.<br><b>NOTE:</b> Changing the modifier or check status of <i>Max skill of 9</i> will clear modifiers used by dialog box.",
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"select-skill-modifiers-button": "Select Skill Modifiers",
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"apply-encumbrance-tooltip": "Apply encumbrance penalty.",
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"option-strength": "ST",
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"option-dexterity": "DX",
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"option-intelligence": "IQ",
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"option-health": "HT",
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"option-will": "WILL",
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"option-perception": "Per",
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"abbreviation-option-easy": "E",
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"abbreviation-option-average": "A",
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"abbreviation-option-hard": "H",
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"abbreviation-option-very-hard": "VH",
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"abbreviation-option-wildcard": "WC",
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"row-id-label": "Row ID:",
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"row-id-tooltip": "The row id can be used with macros.<br>NOTE: Future use for linking to techniques<br>and combat skills.<br>Example field name: repeating_skills_[the row id]_level<br>This example would represent the skill level on that row.",
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"abbrevation-miscellaneous-label": "Misc:",
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@@ -715,9 +746,14 @@
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"techniques-revised-default-tooltip": "Default modifier to apply to the base skill.<br>For example, Kicking is -2 from Brawling or Karate Skill.<br>Enter 0 if there is no modifier.<br>see Techniques B229",
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"techniques-revised-maximum-modifier-tooltip": "Maximum modifier allowed for the technique.<br>This is relative to the parent skill.<br>For example, Kicking cannot exceed Brawling + 0<br>or Karate + 0.<br>see Techniques B229",
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"technique-difficulty-tooltip": "Difficulty of technique.<br>Feats with severe consequences on a failure<br>or allow only one attempt are Hard.<br>see Techniques B229",
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"option-hard": "Hard",
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"row-id-repeating-tooltip": "The row id can be used with macros.<br>Example field name: repeating_techniquesrevised_[the row id]_level<br>This example would represent the skill level on that row.",
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"link-label": "Link:",
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"link-to-row-id-tooltip": "Link this row to another row item.",
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"option-skill": "Skill",
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"option-spell": "Spell",
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"option-technique": "Technique",
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||||
"option-striking-strength": "Striking ST",
|
||||
"copy-paste-row-id-tooltip": "Copy/paste the Skill or Spell Row ID to link that skill to this technique.<br>When the skill/spell is updated, the technique's parent name and base skill level<br>will be updated.<br>Once entered, this will change the Skill/Spell for this particular attack to match<br>the skill/spell level of the Base Skill. Do not change this skill Level number manually.",
|
||||
"name-label": "Name:",
|
||||
"damage-label": "Damage",
|
||||
@@ -729,7 +765,7 @@
|
||||
"abbreviation-hit-points": "HP",
|
||||
"abbreviation-major-label": "MAJ",
|
||||
"major-wounds-tooltip": "Major wound threshold. <i>Any</i> single injury of greater than 1/2 your HP. If using hit location, any injury that disables a limb is a <b>Major Wound</b>.<br>Roll HT to avoid Knockdown and Stunning or use the <b>K Down</b> trait on the general tab. See B420.",
|
||||
"encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, ar any fencing Parry. See B549",
|
||||
"encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
|
||||
"load-tooltip": "Amount of weight you're currently carrying.",
|
||||
"melee-thrust-tooltip": "Thrust damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math. <b>Example:</b> Damage = @{thrust}+1",
|
||||
"melee-swing-tooltip": "Swing damage based on Striking ST. You can use the macro name in a weapons damage column and apply basic math. <b>Example:</b> Damage = @{swing}+1",
|
||||
@@ -744,7 +780,7 @@
|
||||
"abbreviation-penalty-label": "Pen",
|
||||
"armor-penalty-tooltip": "Penalty to hit this location.<br><b>NOTE:</b> Size Modifier is factored in on <i>Applying</i> location type or changing <i>Size Modifier</i>.",
|
||||
"layer-1-label": "Layer 1",
|
||||
"armor-layor-tooltip": "Enter DR for this location.<br>* = flexible<br>You can split the DR using with these suggested abbreviations.<br>cr = crush<br>pi = pierce<br>cut = cutting<br>imp = impaling<br>bu = burning<br><b>Alert:</b> To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.<br><b>NOTE:</b> Only <b>one</b> layer per row may have split armor.",
|
||||
"armor-layor-tooltip": "Enter DR for this location.<br>* = flexible<br>You can split the DR using with these suggested abbreviations.<br>cr = crush<br>pi = pierce<br>cut = cutting<br>imp = impaling<br>bu = burning<br><b>Alert:</b> To enter a split DR, the first number must be the primary DR, while the second number are the exceptions, this is required in order to know how to split the armor.",
|
||||
"armor-layor1-tooltip": "\"Layer 1 <i>(Inner most)</i> is good for natural DR or concealable armor, such as cloth armor under a breastplate.",
|
||||
"front-label": "Front",
|
||||
"back-label": "Back",
|
||||
@@ -789,11 +825,21 @@
|
||||
"dodge-retreat-versus-melee-tooltip": "Against a <strong>Melee Attack</strong> ONLY. (B377). It cannot be used against Ranged Attacks.<br>Optional Rules for Retreat can be found in MA123.",
|
||||
"dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
|
||||
"dodge-drop-ranged-tooltip": "Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').<br>It is similar to a Dodge and Retreat, but only effective against <strong>Ranged Attacks</strong>. (B377)",
|
||||
"knockback-label": "Knockback save vs crushing or cutting attacks",
|
||||
"knockback-save-label": "Knockback save vs crushing or cutting attacks",
|
||||
"knockback-tooltip": "A <b>crushing</b> attack can cause knockback regardless of whether it penetrates DR.<br>A <b>cutting</b> attack can cause knockback only if it fails to penetrate DR.<br>For every full ST-2 damage (<b>BEFORE</b> subtracting DR) target is moved yard <i>away</i> from attacker.<br><i>NOTE:</i> If target has no ST score (like a wall) or is not resisting, use HP instead.<br><br><b>If knocked back</b>, Roll against DX, Acrobatics, or Judo.<br>-1 per yard of knockback <b>AFTER</b> the first yard.<br>+4 for Perfect Balance. see B378.<br>If target collides with an object, use yards knocked back to calculate <i>Collisions and Falls</i> (see Combat Tools).",
|
||||
"knockback-calculation-description": "1 yard per <b><span name=\"attr_knockback_points\"></span></b> points",
|
||||
"knockback-hitpoints-modifier-label": "HP per yard Modifier:",
|
||||
"knockback-hitpoints-modifier-tooltip": "Modify the number of hit points required for knockback.<br>For skinny, special rules, etc.",
|
||||
"option-dodge": "Dodge",
|
||||
"option-parry": "Parry",
|
||||
"option-unarmed-parry": "Unarmed Parry",
|
||||
"option-block": "Block",
|
||||
"option-magic": "Magic",
|
||||
"option-power-dodge": "Power Dodge",
|
||||
"option-power-parry": "Power Parry",
|
||||
"option-power-block-physical": "Power Block - Physical",
|
||||
"option-power-block-mental": "Power Block - Mental",
|
||||
"option-other": "Other",
|
||||
"formula-label": "Formula:",
|
||||
"active-defense-formula-tooltip": "Formula is based upon the active defense type.",
|
||||
"formula-as-is-description": "Enter a value or use the linked item value as is.",
|
||||
@@ -803,6 +849,8 @@
|
||||
"power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.",
|
||||
"power-block-physical-description": "3 + (HT + Talent)/2, rounded down.",
|
||||
"power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.",
|
||||
"option-melee-weapon": "Melee Weapon",
|
||||
"option-basic-speed": "Basic Speed",
|
||||
"talent-level-label": "Talent Level:",
|
||||
"formula-level-label": "Formula Level:",
|
||||
"abbreviation-information-notes": "INFO Notes",
|
||||
@@ -817,9 +865,23 @@
|
||||
"target-token-tooltip": "Click the button to turn on <b>target a token</b> before the skill roll.<br>The token name will appear in the results.",
|
||||
"melee-attacks-label": "Melee Attacks",
|
||||
"melee-attack-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br>See B269. Enter in the <strong>Damage Notes</strong>",
|
||||
"damage-type-tooltip": "<table><thead><tr><th>Abbr</th><th>Name</th></tr></thead><tbody><tr><td>aff</td> <td>Affliction</td></tr><tr><td>burn</td><td>Burning</td></tr><tr><td>cor</td> <td>Corrosion</td></tr><tr><td>cr</td> <td>Crushing</td></tr><tr><td>cut</td> <td>Cutting</td></tr><tr><td>fat</td> <td>Fatigue</td></tr><tr><td>imp</td> <td>Impaling</td></tr><tr><td>pi-</td> <td>Small Piercing</td></tr><tr><td>pi</td> <td>Piercing</td></tr><tr><td>pi+</td> <td>Large Piercing</td></tr><tr><td>pi++</td><td>Huge Piercing</td></tr><tr><td>spec</td><td>Special</td></tr><tr><td>tox</td> <td>Toxic</td></tr></tbody> </table>",
|
||||
"damage-type-tooltip": "<table><thead><tr><th>Abbr</th><th>Name</th></tr></thead><tbody><tr><td>aff</td> <td>Affliction</td></tr><tr><td>burn</td><td>Burning</td></tr><tr><td>cor</td> <td>Corrosion</td></tr><tr><td>cr</td> <td>Crushing</td></tr><tr><td>cut</td> <td>Cutting</td></tr><tr><td>fat</td> <td>Fatigue</td></tr><tr><td>imp</td> <td>Impaling</td></tr><tr><td>pi-</td> <td>Small Piercing</td></tr><tr><td>pi</td> <td>Piercing</td></tr><tr><td>pi+</td> <td>Large Piercing</td></tr><tr><td>pi++</td><td>Huge Piercing</td></tr><tr><td>spec</td><td>Special</td></tr><tr><td>tox</td> <td>Toxic</td></tr></tbody></table>",
|
||||
"reach-label": "Reach",
|
||||
"melee-reach-tooltip": "The distance in yards that the weapon can reach.<br><strong>C</strong>: this weapon can be used in close combat.<br><strong>*</strong>: the weapon is awkward, and requires a Ready<br>maneuver to switch between different reaches.",
|
||||
"abbreviation-option-affliction": "aff",
|
||||
"abbreviation-option-burning": "burn",
|
||||
"abbreviation-option-corrosion": "cor",
|
||||
"abbreviation-option-crushing": "cr",
|
||||
"abbreviation-option-cutting": "cut",
|
||||
"abbreviation-option-fatigue": "fat",
|
||||
"abbreviation-option-impaling": "imp",
|
||||
"abbreviation-option-piercing-minus": "pi-",
|
||||
"abbreviation-option-piercing": "pi",
|
||||
"abbreviation-option-piercing-plus": "pi+",
|
||||
"abbreviation-option-piercing-plus-plus": "pi++",
|
||||
"abbreviation-option-special": "spec",
|
||||
"abbreviation-option-knockback": "knock",
|
||||
"abbreviation-option-toxic": "tox",
|
||||
"melee-row-id-tooltip": "Use the melee row id to link an active defense to this skill.<br>This allows you to use your enhanced skill with this weapon for parries.",
|
||||
"modifier-tooltip": "Enter the net value of all modifiers combined.<br>Can be a positive or a negative number.<br>Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).<br>Once entered, this will change the Skill/Spell Level for this <b>particular</b><br>weapon to match the Base Skill/Spell level plus this MOD (Modifier).<br>Do not change this level number manually.",
|
||||
"armor-divisor-label": "Armor Divisor",
|
||||
@@ -829,7 +891,7 @@
|
||||
"damage-notes-label": "Damage Notes",
|
||||
"melee-damage-notes-tooltip": "<strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||||
"ranged-attacks-label": "Ranged Attacks",
|
||||
"ranged-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br><strong>[#d]</strong>: indicates the attack causes fragmentation.<br>See B269. Enter in the Damage Notes</strong>",
|
||||
"ranged-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br><strong>[#d]</strong>: indicates the attack causes fragmentation.<br>See B269. Enter in the <strong>Damage Notes</strong>",
|
||||
"abbreviation-range-label": "RNG",
|
||||
"range-tooltip": "Range. See B269.",
|
||||
"shots-label": "Shots",
|
||||
@@ -838,16 +900,17 @@
|
||||
"abbreviation-recoil-label": "RCL",
|
||||
"recoil-tooltip": "When firing at RoF 2+, every full multiple of Rcl<br>by which you make your attack roll means you score<br>one extra hit, to a maximum number of hits equal<br>to total shots fired. See page 373.",
|
||||
"malfunction-label": "Malfunction",
|
||||
"malfunction-tooltip": "Malfunction is an <strong>Optional Rule</strong>. B278, <strong>B279</strong>, B382, tables <strong>B407</strong> & HT179, with more detailed info HT79-81. If the option <i>Use Malfunction</i> is<br>checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.<br><b style=\"color: red\">Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.</b>",
|
||||
"malfunction-tooltip": "Malfunction is an <strong>Optional Rule</strong>. B278, <strong>B279</strong>, B382, tables <strong>B407</strong> & HT179, with more detailed info HT79-81. If the option <i>Use Malfunction</i> is<br>checked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.<br><b style=\"color:red;\">Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.</b>",
|
||||
"verify-label": "Verify",
|
||||
"verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79",
|
||||
"ranged-weapon-notes-tooltip": "<strong>Hint:</strong> Enter inline rolls for additional results. To show the selected arrow.<br>Example: Arrow: ?{Arrow Type|Bodkin|Normal}",
|
||||
"ranged-damage-notes-tooltip": "<strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
|
||||
"abbreviation-thrown-pounds-label": "Thrown (lbs)",
|
||||
"thrown-strength-tooltip": "Based on Striking ST<br><i>Note:</i> future versions will add ability to choose ST source or enter ST.",
|
||||
"thrown-modifier-tooltip": "Bonus or penalty per die<br>Throwing Art at DX Level = +1 per die<br>Throwing Art at DX+1 Level = +2 per die",
|
||||
"thrown-strength-modifier-tooltip": "Strength Modifier to distance only<br>Throwing or Throwing Art at DX Level = +1 ST<br>Throwing or Throwing Art at DX+1 Level = +2 ST",
|
||||
"thrown-super-tooltip": "Super Throw Level<br>Each level of Super Throw, double range.<br>Each level of Super Throw increases damage by +2 per die.",
|
||||
"thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
|
||||
"thrown-damage-modifier-tooltip": "Bonus or penalty per die<br>Throwing Art at DX Level = +1 per die<br>Throwing Art at DX+1 Level = +2 per die",
|
||||
"abbreviation-gravity-label": "GRAV",
|
||||
"gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.<br>",
|
||||
"throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula",
|
||||
@@ -915,7 +978,7 @@
|
||||
"total-inventory-weight-label": "Total Inventory Weight:",
|
||||
"total-inventory-weight-tooltip": "Total weight of all items carried.",
|
||||
"grand-total-weight-label": "Grand Total Weight:",
|
||||
"grand-total-weight-tooltip": "Grand total of PC's weight: <span style=\"background-color: white ; font-weight: bold ; text-decoration: underline\" name=\"attr_weight\"></span>, and all items carried.",
|
||||
"grand-total-weight-tooltip": "Grand total of PC's weight: <span style=\"background-color: white; font-weight: bold; text-decoration: underline;\" name=\"attr_weight\" value=\"0\"></span>, and all items carried.",
|
||||
"spells-based-on-label": "Spells Based on:",
|
||||
"magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
|
||||
"cencentration-penalty-label": "Concentration Penalty",
|
||||
@@ -960,7 +1023,7 @@
|
||||
"extended-modifier-prompt-tooltip": "Instead of a single modifier, rolls will ask for a series of modifiers,<br>to remind you about potential bonuses/penalties.<br>This will not affect damage rolls.",
|
||||
"skill-modifier-tools-label": "Skill Modifier Tools",
|
||||
"use-skill-modifier-tool-label": "Use Skill Modifier Tool",
|
||||
"use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, andto check off Max skill of 9.",
|
||||
"use-skill-modifier-tool-tooltip": "Displays a modifier text box, a button to open a tool to modify effective skill, and to check off Max skill of 9.",
|
||||
"use-technique-modifier-tool-label": "Use Technique Modifier Tool",
|
||||
"use-defense-modifier-tool-label": "Use Defense Modifier Tool",
|
||||
"use-melee-modifier-tool-label": "Use Melee Attack Modifier Tool",
|
||||
@@ -976,7 +1039,7 @@
|
||||
"private-skill-levels-tooltip": "Only the GM will be able to see<br>your skill level, but all players<br>will see the result.<br><b>NOTE:</b> This now behaves just like Private Rolls",
|
||||
"private-rolls-tooltip": "Only the GM will see your skill<br>level and the result.",
|
||||
"custom-rolls-label": "Custom Rolls",
|
||||
"custom-rolls-tooltip": "Use this option to use a custom macro with the Roll Template.<br><br><b style=\"color: red\">Important:</b> When entering the macro, be sure to add a <i>space</i> character to the end!<br><br>Add a <b>Button Label</b> to display a button in the header.<br><br>For example, the Private Rolls option adds <i style=\"color: gray\">/w gm</i> to the beginning of the roll, which means whisper to GM.<br><br>Another example is adding a blind roll option, where <b>only</b> the GM sees the roll. This example uses the <i>Blind Roll</i> API script, see https://app.roll20.net/forum/permalink/5064809/.<br>Set Label = <b>Blind Roll</b>, set Macro = <b>!broll</b>",
|
||||
"custom-rolls-tooltip": "Use this option to use a custom macro with the Roll Template.<br><br><b style=\"color:red;\">Important:</b> When entering the macro, be sure to add a <i>space</i> character to the end!<br><br>Add a <b>Button Label</b> to display a button in the header.<br><br>For example, the Private Rolls option adds <i style=\"color:gray;\">/w gm</i> to the beginning of the roll, which means whisper to GM.<br><br>Another example is adding a blind roll option, where <b>only</b> the GM sees the roll. This example uses the <i>Blind Roll</i> API script, see https://app.roll20.net/forum/permalink/5064809/.<br>Set Label = <b>Blind Roll</b>, set Macro = <b>!broll</b>",
|
||||
"button-label": "Button Name",
|
||||
"macro-label": "Macro",
|
||||
"macro-label-tooltip": "<b>NOTE:</b> In order to use this option, you will need an API script that can intercept the data for the roll and then send a message to the GM.<br><br>For an example, see the <b>Blind Roll</b> API script, https://app.roll20.net/forum/permalink/5064809/",
|
||||
@@ -1000,7 +1063,7 @@
|
||||
"private-speed-tracker-label": "Private Speed Tracker",
|
||||
"private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.",
|
||||
"spell-options-label": "Spell Options (See B238, M10)",
|
||||
"spell-options-table": "<table><tbody><tr><td>Penalty for each spell <b>ON:</b> </td><td><input type=\"number\" step=\"1\" value=\"-1\" name=\"attr_penalty_per_spell_on\"></td></tr><tr><td>Penalty for each spell <b>Concentrated On:</b> </td><td><input type=\"number\" step=\"1\" value=\"-3\" name=\"attr_penalty_per_spell_maintained\"></td></tr><tr><td>Show casting details on roll template:</td><td><input type=\"checkbox\" name=\"attr_show_casting_details\" value=\"1\" checked=\"checked\"></td></tr></tbody></table>",
|
||||
"spell-options-table": "<table><tbody><tr><td>Penalty for each spell <b>ON:</b></td><td><input type=\"number\" step=\"1\" value=\"-1\" name=\"attr_penalty_per_spell_on\"></td></tr><tr><td>Penalty for each spell <b>Concentrated On:</b></td><td><input type=\"number\" step=\"1\" value=\"-3\" name=\"attr_penalty_per_spell_maintained\"></td></tr><tr><td>Show casting details on roll template:</td><td><input type=\"checkbox\" name=\"attr_show_casting_details\" value=\"1\" checked=\"checked\"></td></tr></tbody></table>",
|
||||
"abbreviation-show-rules-as-written-notes-label": "Show Active Defenses RAW Notes",
|
||||
"abbreviation-show-rules-as-written-notes-tooltip": "Show Rules as Written Success/Fail notes",
|
||||
"damage-table-label": "Damage Table",
|
||||
@@ -1015,6 +1078,15 @@
|
||||
"modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats",
|
||||
"sheet-style-label": "Sheet Style",
|
||||
"sheet-style-description": "Selects a visual style for the character sheet",
|
||||
"sheet-style-green-option": "Green",
|
||||
"sheet-style-blue-option": "Blue",
|
||||
"sheet-style-beige-option": "Beige",
|
||||
"sheet-style-gray-option": "Gray",
|
||||
"sheet-style-pastel-pink-option": "Pastel Pink",
|
||||
"sheet-style-pastel-earth": "Pastel Earth",
|
||||
"sheet-style-purple-option": "Purple",
|
||||
"sheet-style-fabric-option": "Fabric",
|
||||
"sheet-style-classic-white-option": "Classic White",
|
||||
"falling-collision-damage-notes-label": "Falling & Collision Damage Notes",
|
||||
"demolition-damage-notes-label": "Demolition Damage Notes",
|
||||
"fragmentation-skill-notes-label": "Fragmentation Skill Notes",
|
||||
@@ -1036,104 +1108,31 @@
|
||||
"corrosion-label": "Corrosion",
|
||||
"fatigue-label": "Fatigue",
|
||||
"toxic-label": "Toxic",
|
||||
"special-label": "Knockback",
|
||||
"special-label": "Special",
|
||||
"knockback-label": "Knockback",
|
||||
"import-notes-label": "Import Notes",
|
||||
"import-notes-tooltip": "Import notes into <i>Bio\\Misc</i> fields and into <i>Notes</i> textboxes for repeating tables.",
|
||||
"gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page",
|
||||
"gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1",
|
||||
"roll-label": "Roll:",
|
||||
"target-label": "Target",
|
||||
"abbreviation-option-crushing": "cr",
|
||||
"abbreviation-affliction": "aff",
|
||||
"abbreviation-malfunction-label": "Malf",
|
||||
"abbreviation-option-affliction": "aff",
|
||||
"abbreviation-option-average": "A",
|
||||
"abbreviation-option-burning": "burn",
|
||||
"abbreviation-option-corrosion": "cor",
|
||||
"abbreviation-option-crushing": "cr",
|
||||
"abbreviation-option-cutting": "cut",
|
||||
"abbreviation-option-dexterity": "DX",
|
||||
"abbreviation-option-easy": "E",
|
||||
"abbreviation-option-fatigue": "fat",
|
||||
"abbreviation-option-hard": "H",
|
||||
"abbreviation-option-health": "HT",
|
||||
"abbreviation-option-impaling": "imp",
|
||||
"abbreviation-option-intelligence": "IQ",
|
||||
"abbreviation-option-knockback": "knock",
|
||||
"abbreviation-option-perception": "Per",
|
||||
"abbreviation-option-piercing": "pi",
|
||||
"abbreviation-option-piercing-minus": "pi-",
|
||||
"abbreviation-option-piercing-plus": "pi+",
|
||||
"abbreviation-option-piercing-plus-plus": "pi++",
|
||||
"abbreviation-option-special": "spec",
|
||||
"abbreviation-option-strength": "ST",
|
||||
"abbreviation-option-toxic": "tox",
|
||||
"abbreviation-option-very-hard": "VH",
|
||||
"abbreviation-option-wildcard": "WC",
|
||||
"abbreviation-option-will": "Will",
|
||||
"alert-label": "Alert",
|
||||
"all-out-attack-label": "All-Out Attack",
|
||||
"base-label": "BASE",
|
||||
"maneuver-label": "Maneuver",
|
||||
"minimum-label": "Minimum",
|
||||
"option-accented": "Accented",
|
||||
"option-air": "Air",
|
||||
"option-attractive": "Attractive (+1)",
|
||||
"option-average": "Average",
|
||||
"option-basic-speed": "Basic Speed",
|
||||
"option-block": "Block",
|
||||
"option-broken": "Broken",
|
||||
"option-dodge": "Dodge",
|
||||
"option-ground": "Ground",
|
||||
"option-handsome-beautiful": "Handsome/Beautiful (+4/2)",
|
||||
"option-hard": "Hard",
|
||||
"option-hideous": "Hideous (-4)",
|
||||
"option-horrific": "Horrific (-6)",
|
||||
"option-literate": "Literate",
|
||||
"option-magic": "Magic",
|
||||
"option-melee-weapon": "Melee Weapon",
|
||||
"option-monstrous": "Monstrous (-5)",
|
||||
"option-native": "Native",
|
||||
"option-none": "None",
|
||||
"option-other": "Other",
|
||||
"option-parry": "Parry",
|
||||
"option-power-block": "Power Block - Mental",
|
||||
"option-power-dodge": "Power Dodge",
|
||||
"option-power-parry": "Power Parry",
|
||||
"option-select": "--Select--",
|
||||
"option-semi-literate": "Semi-literate",
|
||||
"option-skill": "Skill",
|
||||
"option-spell": "Spell",
|
||||
"option-technique": "Technique",
|
||||
"option-transcendent": "Transcendent (+8/2)",
|
||||
"option-ugly": "Ugly (-2)",
|
||||
"option-unarmed-parry": "Unarmed Parry",
|
||||
"option-unattractive": "Unattractive (-1)",
|
||||
"option-very-handsome-beautiful": "Very Handsome/Beautiful (+6/2)",
|
||||
"option-water": "Water",
|
||||
"ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
|
||||
"recoil-label": "Recoil",
|
||||
"resisted-by-label": "Resisted by",
|
||||
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.\nNOTE: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382. ",
|
||||
"rolltemplate-malfunction-label": "Malfunction!",
|
||||
"rolltemplate-max-9-description": "Max effective skill is 9",
|
||||
"rolltemplate-minimum-damage-description": "Applied to Target's DR\nSee B378 Damage Roll ",
|
||||
"rolltemplate-tool-modifiers-label": "Tool Modifiers",
|
||||
"rolltemplate-verify-malfunction-description": "Verify! roll 3d6 again to verify the results. See HT79.\n",
|
||||
"rolltemplate-warning-less-than-three-description": "WARNING: You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)",
|
||||
"selected-label": "Selected",
|
||||
"sheet-style-beige-option": "Beige",
|
||||
"sheet-style-blue-option": "Blue",
|
||||
"sheet-style-classic-white-option": "Classic White",
|
||||
"sheet-style-fabric-option": "Fabric",
|
||||
"sheet-style-gray-option-": "Gray",
|
||||
"sheet-style-green-option": "Green",
|
||||
"sheet-style-pastel-earth": "Pastel Earth",
|
||||
"sheet-style-pastel-pink-option": "Pastel Pink",
|
||||
"sheet-style-purple-option": "Purple",
|
||||
"target-melee-size-modifier-tooltip": "Size Modifier of target, which will then be substracted by your size modifier to get a final Relative Size Modifier.\nThe modifier is applied AFTER location, grapple, shield, chinks in armor have been applied.\nFor information on Relative SM see http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.2.23",
|
||||
"target-one-label": "Target 1",
|
||||
"roll-label": "Roll:",
|
||||
"ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
|
||||
"target-label": "Target",
|
||||
"rolltemplate-warning-less-than-three-description": "<b>WARNING:</b> You may not attempt a success roll if your effective skill (Target) is less than 3. (See B345)",
|
||||
"rolltemplate-tool-modifiers-label": "Tool Modifiers",
|
||||
"maneuver-label": "Maneuver",
|
||||
"all-out-attack-label": "All-Out Attack",
|
||||
"alert-label": "Alert",
|
||||
"rolltemplate-max-9-description": "Max effective skill is <b>9</b>",
|
||||
"traits-label": "Traits",
|
||||
"will-label": "WILL",
|
||||
"wounds-label":"Wounds"
|
||||
"rolltemplate-malfunction-label": "Malfunction!",
|
||||
"rolltemplate-verify-malfunction-description": "<span style=\"color: red; font-weight:bold;\">Verify!</span> roll 3d6 again to verify the results. See HT79.<br>",
|
||||
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.<br><b style=\"color:red;\">NOTE:</b> Malfunction has \"priority\" over a critical miss: if both would occur,only the malfunction takes place. Critical Misses, Basic Set, page 382.",
|
||||
"minimum-label": "Minimum",
|
||||
"rolltemplate-minimum-damage-description": "Applied to Target's DR<br>See B378 <b>Damage Roll</b>",
|
||||
"resisted-by-label": "Resisted by",
|
||||
"recoil-label": "Recoil",
|
||||
"abbreviation-malfunction-label": "Malf"
|
||||
}
|
||||
Reference in New Issue
Block a user