diff --git a/Ironsworn/translations/ko.json b/Ironsworn/translations/ko.json new file mode 100644 index 0000000000..d903401301 --- /dev/null +++ b/Ironsworn/translations/ko.json @@ -0,0 +1,774 @@ +{ + "character-name": "NAME", + "character-experience": "EXPERIENCE", + "character-experience-spent": "SPENT", + "resource-health": "HEALTH", + "resource-spirit": "SPIRIT", + "resource-supply": "SUPPLY", + "nav-summary": "Summary", + "nav-vows": "Vows", + "nav-bonds": "Bonds", + "nav-progress": "Progress", + "nav-assets": "Assets", + "nav-moves": "Moves", + "nav-oracles": "Oracles", + "nav-sites": "Sites", + "nav-settings": "Settings", + "page-info-close": "CLOSE", + "page-select": "SELECT THE SHEET TYPE", + "page-name-character": "CHARACTER", + "page-name-shared": "SHARED", + "page-summary-vows": " VOWS ", + "page-summary-debilities": " DEBILITIES ", + "page-summary-failures": " FAILURES ", + "vow-name": "Vow", + "vow-menace": "MENACE", + "vow-threat": "Threat", + "vow-mark": "MARK", + "vow-fulfill": "FULFILL", + "failures-learn": "LEARN", + "difficulty-troublesome": "troublesome", + "difficulty-dangerous": "dangerous", + "difficulty-formidable": "formidable", + "difficulty-extreme": "extreme", + "difficulty-epic": "epic", + "clear-btn": "CLEAR", + "roll-btn": "Roll", + "debility-wounded": "Wounded", + "debility-shaken": "Shaken", + "debility-unprepared": "Unprepared", + "debility-encumbered": "Encumbered", + "debility-corrupted": "Corrupted", + "debility-maimed": "Maimed", + "debility-cursed": "Cursed", + "debility-tormented": "Tormented", + "debility-leech": "Leech", + "debility-oathbreaker": "Oathbreaker", + "debility-custom-one": "Custom 1", + "debility-custom-two": "Custom 2", + "asset-companion-name": "Name:", + "asset-dropdown-default": "Select", + "asset-type-companion": "Companion", + "asset-type-path": "Path", + "asset-type-combat-talent": "Combat Talent", + "asset-type-ritual": "Ritual", + "asset-type-custom": "Custom", + "asset-title-archer": "Archer", + "asset-title-berserker": "Berserker", + "asset-title-brawler": "Brawler", + "asset-title-cutthroat": "Cutthroat", + "asset-title-duelist": "Duelist", + "asset-title-fletcher": "Fletcher", + "asset-title-ironclad": "Ironclad", + "asset-title-long-arm": "Long-arm", + "asset-title-shield-bearer": "Shield-bearer", + "asset-title-skirmisher": "Skirmisher", + "asset-title-slinger": "Slinger", + "asset-title-sunderer": "Sunderer", + "asset-title-swordmaster": "Swordmaster", + "asset-title-cave-lion": "Cave Lion", + "asset-title-giant-spider": "Giant Spider", + "asset-title-hawk": "Hawk", + "asset-title-horse": "Horse", + "asset-title-hound": "Hound", + "asset-title-kindred": "Kindred", + "asset-title-mammoth": "Mammoth", + "asset-title-owl": "Owl", + "asset-title-raven": "Raven", + "asset-title-young-wyvern": "Young Wyvern", + "asset-title-alchemist": "Alchemist", + "asset-title-animal-kin": "Animal-kin", + "asset-title-banner-sworn": "Banner-sworn", + "asset-title-battle-scarred": "Battle-scarred", + "asset-title-blade-bound": "Blade-bound", + "asset-title-bonded": "Bonded", + "asset-title-dancer": "Dancer", + "asset-title-devotant": "Devotant", + "asset-title-empowered": "Empowered", + "asset-title-fortune-hunter": "Fortune-hunter", + "asset-title-herbalist": "Herbalist", + "asset-title-honorbound": "Honorbound", + "asset-title-improviser": "Improviser", + "asset-title-infiltrator": "Infiltrator", + "asset-title-loyalist": "Loyalist", + "asset-title-masked": "Masked", + "asset-title-oathbreaker": "Oathbreaker", + "asset-title-outcast": "Outcast", + "asset-title-pretender": "Pretender", + "asset-title-revenant": "Revenant", + "asset-title-rider": "Rider", + "asset-title-ritualist": "Ritualist", + "asset-title-shadow-kin": "Shadow-kin", + "asset-title-sighted": "Sighted", + "asset-title-slayer": "Slayer", + "asset-title-spirit-bound": "Spirit-bound", + "asset-title-storyweaver": "Storyweaver", + "asset-title-trickster": "Trickster", + "asset-title-veteran": "Veteran", + "asset-title-waterborn": "Waterborn", + "asset-title-wayfinder": "Wayfinder", + "asset-title-weapon-master": "Weaponmaster", + "asset-title-wildblood": "Wildblood", + "asset-title-wright": "Wright", + "asset-title-augur": "Augur", + "asset-title-awakening": "Awakening", + "asset-title-bind": "Bind", + "asset-title-communion": "Communion", + "asset-title-divination": "Divination", + "asset-title-invoke": "Invoke", + "asset-title-keen": "Keen", + "asset-title-leech": "Leech", + "asset-title-lightbearer": "Lightbearer", + "asset-title-scry": "Scry", + "asset-title-shadow-walk": "Shadow-walk", + "asset-title-sway": "Sway", + "asset-title-talisman": "Talisman", + "asset-title-tether": "Tether", + "asset-title-totem": "Totem", + "asset-title-visage": "Visage", + "asset-title-ward": "Ward", + "asset-title-thunder-bringer": "Thunder-bringer", + "asset-description-archer": "If you wield a bow...", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.", + "asset-archer-ability-2": "Once per fight, when you Strike or Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum.", + "asset-archer-ability-3": "When you Resupply by hunting, add +1 and take +1 momentum on a hit.", + "asset-description-berserker": "If you are clad only in animal pelts...", + "asset-berserker-ability-1": "When you Secure an Advantage or Compel by embodying your wild nature, add +1 and take +1 momentum on a hit.", + "asset-berserker-ability-2": "When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one.", + "asset-berserker-ability-3": "When you Endure Harm in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss.", + "asset-description-brawler": "If you are unarmed or fighting with a non-deadly weapon...", + "asset-brawler-ability-1": "When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.", + "asset-brawler-ability-2": "When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).", + "asset-brawler-ability-3": "When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.", + "asset-description-cutthroat": "If you wield a dagger or knife...", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-2": "When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.", + "asset-cutthroat-ability-3": "Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit.", + "asset-description-duelist": "If you wield a bladed weapon in each hand...", + "asset-duelist-ability-1": "When you Strike or Clash, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.", + "asset-duelist-ability-2": "Once per fight, when you Secure an Advantage +edge by making a bold display of your combat prowess, you may reroll any dice.", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-description-fletcher": "", + "asset-fletcher-ability-1": "When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.", + "asset-fletcher-ability-2": "When you Resupply by recovering or gathering arrows after a Battle, add +2.", + "asset-fletcher-ability-3": "When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.", + "asset-description-ironclad": "If you wear armor...", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-2": "When you Clash while you are geared for war, add +1.", + "asset-ironclad-ability-3": "When you Compel in a situation where strength of arms is a factor, add +2.", + "asset-ironclad-track-1": "Lightly Armored", + "asset-ironclad-track-2": "Geared for War", + "asset-description-long-arm": "If you wield a staff...", + "asset-long-arm-ability-1": "In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may Strike or Clash +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.", + "asset-long-arm-ability-2": "When you Secure an Advantage +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit.", + "asset-long-arm-ability-3": "When you Undertake a Journey and score a strong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum.", + "asset-description-shield-bearer": "If you wield a shield...", + "asset-shield-bearer-ability-1": "When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.", + "asset-shield-bearer-ability-2": "When you paint your shield with a meaningful symbol, envision what you create. Then, if you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit.", + "asset-shield-bearer-ability-3": "When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm.", + "asset-description-skirmisher": "If you wield a spear...", + "asset-skirmisher-ability-1": "When you Face Danger by holding a foe at bay using your spear's reach, roll +iron or +edge. If you score a hit, you may...", + "asset-skirmisher-ability-2": "When you Strike in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, Face Danger +iron to recover your spear.", + "asset-skirmisher-ability-3": "When you Secure an Advantage by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit.", + "asset-description-slinger": "If you wield a sling...", + "asset-slinger-ability-1": "When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you Enter the Fray by barraging your foe with sling-bullets, inflict harm on a strong hit.", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-3": "When you Secure an Advantage by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit.", + "asset-description-sunderer": "If you wield an axe...", + "asset-sunderer-ability-1": "When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).", + "asset-sunderer-ability-2": "When you have your axe in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.", + "asset-sunderer-ability-3": "When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash. On a weak hit, as above, but this death weighs on you; Endure Stress (2 stress).", + "asset-description-swordmaster": "If you wield a sword...", + "asset-swordmaster-ability-1": "When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.", + "asset-swordmaster-ability-2": "When you Clash and score a strong hit, you may add +1 if you immediately follow with a Strike.", + "asset-swordmaster-ability-3": "When you Swear an Iron Vow by kneeling and grasping your sword's blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit.", + "asset-description-thunder-bringer": "If you wield a mighty hammer...", + "asset-thunder-bringer-ability-1": "When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.", + "asset-thunder-bringer-ability-2": "When you Strike a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move.", + "asset-thunder-bringer-ability-3": "When you Turn the Tide, you may Strike with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss.", + "asset-augur-ability-1": "When you summon a flock of crows and ask a single question, roll +wits. On a strong strong hit, you interpret their calls as a helpful omen. Envision the response (Ask the Oracle if unsure) and take +2 momentum. On a weak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (Ask the Oracle if unsure), and take +1 momentum.", + "asset-augur-ability-2": "As above, and the crows will also help guide you on the proper path. On a hit, add +1 on the next segment when you Undertake a Journey.", + "asset-augur-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-awakening-ability-1": "When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a weak hit, as above, but if you roll a 1 on your action die when aided by your creation, you must Face Danger +heart to keep it from turning on you (as a formidable foe).", + "asset-awakening-ability-2": "Your simulacrum has 6 health.", + "asset-awakening-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-bind-ability-1": "When you wear an animal pelt and dance in moonlight, roll +wits. On a strong hit, you or an ally may wear the pelt and add +1 when making moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; boar-wits). If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. On a weak hit, as above, but the wilds call as you dance; Endure Stress (2 stress).", + "asset-bind-ability-2": "As above, and you may instead perform this ritual wearing the pelt of a beast. If you do, name the related stat and add +2 (instead of +1).", + "asset-bind-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-communion-ability-1": "When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress).", + "asset-communion-ability-2": "As above, and you may also commune with the long-dead.", + "asset-communion-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-divination-ability-1": "When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to Gather Information about the subject and people close to them, including insight you and the subject have no knowledge of. If you do, add +1. On a weak hit, as above, but the answers are revealed only with extra time and focus; suffer -2 momentum.", + "asset-divination-ability-2": "As above, and your divination can also reveal information about the subject's future.", + "asset-divination-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-invoke-ability-1": "When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then Secure an Advantage or Face Danger +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; Endure Stress (2 stress).", + "asset-invoke-ability-2": "You may Compel +essence (and suffer -1 essence) through a show of power.", + "asset-invoke-ability-3": "When you perform this ritual, add +1 and take +1 essence on a hit.", + "asset-keen-ability-1": "When you hold a weapon and sing a keen for those it has killed, roll +heart. On a strong hit, the wielder inflicts +1 harm when they Strike or Clash. If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a weak hit, as above, but the voices of those who were slain join in your song; Endure Stress (2 stress).", + "asset-keen-ability-2": "As above, and the wieldermayalso (one time only) add +1 and take +2 momentum on a hit when they Draw the Circle, Enter the Fray, or Battle.", + "asset-keen-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-leech-ability-1": "When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a weak hit, as above, but this asset counts as a debility until the rune's thirst is quenched.", + "asset-leech-ability-2": "As above, and you may also touch an ally or companion and let them take +1 health or momentum for each unallocated point.", + "asset-leech-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-lightbearer-ability-1": "When you focus on a source of light and capture its essence, roll +wits. On a strong hit, set your light track to +6. On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light.", + "asset-lightbearer-ability-2": "You may use your light to Strike or Clash against a dark-dwelling foe. Choose the amount of light to unleash, and roll +light (instead of +iron or +edge). Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.", + "asset-lightbearer-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-scry-ability-1": "When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a strong hit, you may Gather Information through observation using +shadow or +wits. On a weak hit, as above, but the flames are hungry; choose one to sacrifice.", + "asset-scry-ability-2": "As above, and you may instead study a past event.", + "asset-scry-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-shadow-walk-ability-1": "When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.", + "asset-shadow-walk-ability-2": "As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.", + "asset-shadow-walk-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-sway-ability-1": "When you speak a person's name three times to the wind, roll +wits. On a strong hit, the wind whispers of this person's need. Envision what you hear (Ask the Oracle if unsure). If you use this information or fulfill this need when you Compel them, you may reroll any dice (one time only). On a weak hit, as above, but this person's need creates a troubling dilemma or complication; Endure Stress (1 stress).", + "asset-sway-ability-2": "As above, and if you roll a strong hit when you Compel, you may also reroll any dice (one time only) when you Gather Information from this person.", + "asset-sway-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-talisman-ability-1": "When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On a strong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).", + "asset-talisman-ability-2": "As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.", + "asset-talisman-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-tether-ability-1": "When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a strong hit, you are tethered. When you Undertake a Journey to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you Reach Your Destination, take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you Face Desolation. On a weak hit, as above, but the spirits reveal a disturbing aspect of the place; Endure Stress (2 stress).", + "asset-tether-ability-2": "As above, and you may also reroll any dice when you Sojourn in the tethered place.", + "asset-tether-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-totem-ability-1": "When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; Endure Stress (1 stress).", + "asset-totem-ability-2": "As above, and you may also perceive the world through your companion's senses while you make moves aided by them (even when you are apart).", + "asset-totem-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-visage-ability-1": "When you paint yourself in blood and ash, roll +wits. On a strong hit, you may add +2 and take +1 momentum on a hit when you Secure an Advantage or Compel using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On aweak hit, as above, but the blood must be your own; Endure Harm (2 harm).", + "asset-visage-ability-2": "As above, and you may also add +1 when you Strike, Clash, or Battle .", + "asset-visage-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", + "asset-ward-ability-1": "When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a strong hit, choose two. On a weak hit, choose one.