"halcyoncityherald":"Halcyon City Herald Collection",
@@ -83,14 +83,14 @@
"flarename":"(Nom de l'embrasement)",
"flaredescription":"(description de l'embrasement)",
"futureself-innocent-desc1":"Your future self is out there, an important figure in Halcyon City and the world beyond — and everything you'd hoped you'd never be. But finding out how they became who they are may be all it takes to push you along a similar path. Pick 1 step of your future self's path that you already know at character creation, and mark it (left side checkbox). When you <b>learn of another step of your future self's path</b>, mark it. You can have at most 5 steps marked.",
"futurepath1-desc":"They lost someone they cared about deeply",
"futurepath2-desc":"They failed horrifically in a noble pursuit or cause",
"futurepath3-desc":"They committed a major crime",
"futurepath4-desc":"They betrayed a close friend or ally",
"futurepath5-desc":"They won a victory at enormous cost to the world around them",
"futurepath6-desc":"They killed someone",
"futurepath7-desc":"They publicly battled another hero",
"futurepath8-desc":"They injured an innocent",
"futurepath1-desc":"Il a perdu quelqu'un qu'il aimait profondément",
"futurepath2-desc":"Il a échoué terriblement dans une noble quête ou cause",
"futurepath3-desc":"Il a commis un crime grave",
"futurepath4-desc":"Il a trahi un ami proche ou un allié",
"futurepath5-desc":"Il a remporté une victoire avec un coût énorme pour le monde qui l'entoure",
"futurepath6-desc":"Il a tué quelqu'un",
"futurepath7-desc":"Il a publiquement combattu un autre héros",
"futurepath8-desc":"Il a blessé un innocent",
"futureself-innocent-desc2":"When you undergo an experience (your call) that echoes any one of the above (marked or unmarked), strike it through (right side checkbox). When you <b>strike through a marked step, or mark a struck-through step</b>, choose one of the following:",
"futurereplace1-desc":"Replace <b>comfort or support</b> with this: When you <b>coldly dismiss someone</b>, roll +Mundane. On a hit, they mark a condition or leave you alone, their choice. On a 7-9, they can also choose to inflict a condition on you.",
"futurereplace2-desc":"Replace <b>defend someone</b> with this: When you <b>aggressively defend a large group or area</b>, roll +Savior. On a hit, you create an opportunity for yourself to press the attack, and take +1 forward to pursue it. On a 10+, the collateral damage is minimal.",
@@ -107,21 +107,21 @@
"distinction2-desc":"<b>Shouldering the burden</b>: When you push yourself to do something your other half failed at or can't do, mark a condition to use the adult move <b>wield your powers</b>.",
"distinction3-desc":"<b>Going solo</b>: When you <b>directly engage a threat</b> entirely on your own, you can roll +Superior instead of +Danger.",
"distinction4-desc":"<b>Internal strife</b>: When you snipe about your other half behind their back, remove one Team from the pool and clear a condition.",
"beforewegetstarted-soldier":"Before we get started:",
"beforewegetstarted-soldier":"Avant de commencer:",
"beforestart-soldier":"When you have time to closely observe your opposition before a fight, roll. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...",
"beforestart-soldier-list1":"● ...redirect their attack to another character or nowhere — into a wall or the sky.",
"beforestart-soldier-list2":"● ...cross a distance between them and you.",
"beforestart-soldier-list3":"● ...stun them, close up or from a distance.",
"beforestart-soldier-list4":"● ...ignore all harm from one of their attacks.",
"beforestart-soldier-list5":"● ...escape any bindings or impediments they attempt to place on you.",
"memories:":"Memories:",
"memories-harbinger-desc":"Your Memories score starts at -1, and goes up by 1 (to a maximum of +3) for each name below. When you write a name below, they gain Influence over you if they did not already have it.",
"memories-role1":"● Monster:",
"memories-role2":"● Traitor:",
"memories-role3":"● Corruptor:",
"memories:":"Souvenirs:",
"memories-harbinger-desc":"Ton étiquette Souvenirs commence à -1, et augmente de 1 (jusqu'à un maximum de +3) pour chaque nom ci-dessous.",
"memories-role1":"● Monstre:",
"memories-role2":"● Traitre:",
"memories-role3":"● Corrupteur:",
"memories-role4":"● Martyr:",
"memories-role5":"● Architect:",
"memories-role6":"● Leader:",
"memories-role6":"● Dirigeant :",
"connect-harbinger-desc1":"When you <b>push yourself to remember the version of someone that exists in your future</b>, mark a condition and roll Memories. On a hit, you connect who they are now to who they are in the future; choose the role that they fulfill in the future, and the GM will tell you about their future self. On a 10+, ask a follow-up question. On a miss, they're not at all who you thought they would be; the GM will choose their role, or tell you that as far as you know, they don't exist in the future.",
"connect-harbinger-desc2":"<b>At the start of each session or when time passes</b>, roll to find out how your investigations into the timeline have been going. On a hit, choose one figure noted above or one aspect of the future world you can remember. You've found a lead to follow to learn more about how the present version of that figure or aspect became the future version. On a 10+, the lead is particularly strong; right now, you can ask the GM one question about the figure or aspect, and they will answer honestly. On a miss, you're lost in the present; the GM will tell you how things are so different here, and shift your Labels according to how it makes you feel.",
"move:":"Man.:",
@@ -389,7 +389,7 @@
"nomadinfluence-option4":"● When you <b>pierce the mask</b> of someone who has Influence over you, you can always ask them one question, even on a miss.",
"nomadinfluence-option5":"● When you spend 1 Team to help someone who has Influence over you, it gives them +2.",
"nomadinfluence-option6":"● When you accept the words of someone who has Influence over you, mark potential, clear a condition, or take +1 forward.",
"ADRENAL_SUPPRESSION_PUMP_DESC":"Эти эндокринные насосы нейтрализуют многие химические вещества, вырабатываемые мозгом, активируясь при раздражении перцепционных центров. В результате достигается холодное беспристрастное осознание ситуации, которое дает пользователю +2 к броскам инициативы, если эта система задействована. Большинство подобных системы оснащены предохранителями, которые предотвращают психологическое привыкание и неврологические повреждения, позволяя использовать их не более одного часа в течение дня. Пользователь получает штраф -2 ко всем социальным навыкам, пока система активна, и включение/выключение системы требует пяти раундов.",
"ADVANCED_BOW":"Advanced Bow",
"ADVANCED_BOW":"Продвинутый Лук",
"ADVANCED_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.",
"ADVANCED_LAB":"Advanced lab",
"ADVANCED_LAB_DESC":"Skill bonus for analysis and research.",
"EXECUTIVE_SECURITY_SUIT_DESC":"This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
"EXERT":"Exert",
"EXERT":"Атлетика",
"EXODUS_BAY":"Exodus bay",
"EXODUS_BAY_DESC":"House vast number of cold sleep passengers.",
"EXOSUIT":"Exosuit",
@@ -337,7 +337,7 @@
"FIRST_EDITION":"First Edition",
"FIRST_LEVEL":"1st Level",
"FITTING":"Fitting",
"FIX":"Fix",
"FIX":"Техника",
"FLAK":"Flak",
"FLAK_EMITTER_BATTERY":"Flak Emitter Battery",
"FLAWLESS_MASTERY":"Flawless Mastery",
@@ -488,7 +488,7 @@
"JUGGERNAUT_STIMS_DESC":"Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL":"Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC":"The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
"KNOW":"Know",
"KNOW":"Знание",
"KNOW_MAGIC":"Know Magic",
"LANGUAGE":"Language",
"LANGUAGES":"Языки",
@@ -587,7 +587,7 @@
"MOBILE_FACTORY_DESC":"Self-sustaining factory and repair facilities.",
"MOD":"Модифицировать",
"MODEL":"Model",
"MODIFIER":"Modifier",
"MODIFIER":"Модификатор",
"MODIFIER_SHORT":"Модифицировать",
"MONEY":"Money",
"MORALE":"Morale",
@@ -611,7 +611,7 @@
"NORMAL_HUMAN":"Normal Human",
"NORMAL_XP":"Normal XP",
"NOTES":"Notes",
"NOTICE":"Notice",
"NOTICE":"Внимание",
"NOT_MY_TIME":"Not My Time",
"NOT_MY_TIME_DESC":"The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"PERCEPTIVE_DISLOCATION_DESC":"Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
"PLANETARY_DEFENSE_ARRAY_DESC":"Anti-impact and anti-nuke surface defenses.",
@@ -728,7 +728,7 @@
"PSYCHIC_TUTELAGE":"Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC":"An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
"PSYCH_DESC":"A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
"PUNCH":"Punch",
"PUNCH":"Драка",
"QUALITIES":"Qualities",
"QUERY":"Запрос",
"QUERY_FOR_MODIFIERS":"Query for modifiers",
@@ -835,7 +835,7 @@
"SHOCK_AC":"Shock AC",
"SHOCK_DAMAGE":"Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ":"shock damage against AC ≤",
"SHOOT":"Shoot",
"SHOOT":"Стрельба",
"SHOTGUN":"Shotgun",
"SHOTGUN_DESC":"Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE":"show/hide",
@@ -871,7 +871,7 @@
"SMART_CLOUD":"Smart Cloud",
"SMUGGLERS_HOLD":"Smuggler's hold",
"SMUGGLERS_HOLD_DESC":"Small amount of well-hidden cargo space.",
"SNEAK":"Sneak",
"SNEAK":"Скрытность",
"SNIPER":"Sniper",
"SNIPER_DESC":"You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
"SNIPER_RIFLE":"Sniper Rifle",
@@ -910,7 +910,7 @@
"SPINAL_BEAM_CANNON":"Spinal Beam Cannon",
"SQUEAL":"Squeal",
"SQUEAL_DESC":"Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
"STABILIZATION_OVERRIDES_DESC":"An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
"STALKER":"Stalker",
@@ -969,7 +969,7 @@
"SURVIVAL":"Выживание",
"SURVIVAL_KIT":"Survival kit",
"SURVIVAL_KIT_DESC":"A standard belt-worn kit with fire lighter, water filter, three thermal flares, knife, thermal blanket, a brightly-colored 3 x 3 meter waterproof tarp, a glowbug, and a radio beacon that can transmit a distress signal up to fifty kilometers for one month on the included type A power cell. Survival kits sold on a particular world will usually also include a small booklet on specific dangers or edible organics. Possession of a survival kit grants a +1 to all relevant Survive skill checks, assuming its contents are helpful on a given planet. Survival kits are well-organized, and count as only one item for encumbrance purposes.",
"SUSPENDED_MANIFESTATION_DESC":"The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it’s time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.",
"SYNTHETIC_ADAPTATION":"Synthetic Adaptation",
@@ -985,7 +985,7 @@
"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.",
"TAILORED_ANTIALLERGENS_DESC":"A dose of tailored antiallergens can be used to render a local world’s organics largely edible by humans and its atmosphere breathable without severe allergic reactions. While many worlds have been seeded with Terran life forms or have produced organics that are edible by humans, others are toxic without the appropriate chemical augmentation. A dose of these antiallergens lasts for twenty-four hours.",
"TALK":"Talk",
"TALK":"Общение",
"TANGIBLE_FORCE_CONSTRUCT":"Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC":"Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
"TECHNIQUE":"Technique",
@@ -1055,7 +1055,7 @@
"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",
"TRACTOR_BEAMS_DESC":"Manipulate objects in space at a distance.",
"TRADE":"Trade",
"TRADE":"Торговля",
"TRADE_GOODS":"Trade goods",
"TRADE_GOODS_DESC":"Glowbugs, ceramic fire lighters, antibiotics, ceraplast tools, and the other fruits of a TL4 civilization that might be valuable on more primitive worlds. A kilo of trade goods can usually be traded for at least a hundred credits worth of local products on more primitive worlds that are not well-served by interstellar merchants. The profit margin shrinks rapidly as interstellar trade becomes more common, and there is always the difficulty of finding local products that are actually worth a merchant’s journey.",
"TRADE_METALS":"Trade metals",
@@ -1132,7 +1132,7 @@
"WISDOM":"Мудрость",
"WISDOM_DESC":"Noticing things, making judgments, reading situations, intuition",
"WISDOM_SHORT":"WIS",
"WORK":"Work",
"WORK":"Профессия",
"WORKSHOP":"Workshop",
"WORKSHOP_DESC":"Automated tech workshops for maintenance.",
"weapon-keen-description":"Keen: Piercing Blow if Feat die 9+ (superior weapons: 8+) or Gandalf Rune",
"weapon-called-shot":"Called Shot",
"weapon-called-shot":"Coup Précis",
"special-abilities":"Special Abilities",
"hope":"Hope",
"current-hope":"Current Hope",
"character-name":"Name",
"culture":"Culture",
"standard-of-living":"Living Std.",
"cultural-blessing":"Blessing",
"calling":"Calling",
"shadow-weakness":"Weakness",
"specialities":"Specialities",
"distinctive-features":"Dist. Features",
"attributes":"Attributes",
"body":"Body",
"hope":"Espoir",
"current-hope":"Espoir actuel",
"character-name":"Nom",
"culture":"Culture héroïque",
"standard-of-living":"Niveau de Vie",
"cultural-blessing":"Avantage Culturel",
"calling":"Vocation",
"shadow-weakness":"Faiblesse",
"specialities":"Spécialités",
"distinctive-features":"Particularités",
"attributes":"Attributs",
"body":"Corps",
"body-description":"A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.",
"favoured":"Favoured",
"heart":"Heart",
"favoured":"Amélioré",
"heart":"Cœur",
"heart-description":"Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.",
"wits":"Wits",
"wits":"Esprit",
"wits-description":"A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.",
"valour":"Valour",
"valour":"Vaillance",
"valour-description":"Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.<br><br>When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.",
"wisdom":"Wisdom",
"wisdom":"Sagesse",
"wisdom-description":"A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.<br><br>When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.",
"common-skills":"Common Skills",
"skill-groups":"Skill Groups",
"awe":"Awe",
"awe-short":"Awe",
"awe-description":"This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. <span class='sheet-strong'>Awe</span> arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.<br><br>A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.",
"inspire":"Inspire",
"common-skills":"Compétences communes",
"skill-groups":"Groupes de Compétences",
"awe":"Présence",
"awe-short":"Prés",
"awe-description":"Cette Compétence illustre la capacité d'un Héros à inspirer le respect et détermine l'impression qu'il laisse aux individus qu'il rencontre pour la première fois. Selon les circonstances, ses intentions ou son humeur, il pourra susciter l'émerveillement, l'admiration, voire la peur.<br>La <span class='sheet-strong'>PRÉSENCE</span> découle du charisme naturel du personnage, mais peut aussi être mise en œuvre au moyen d'une entrée remarquée ou de vêtements impressionnants. ",
"inspire":"Inspiration",
"inspire-short":"Ins",
"inspire-description":"A hero able to <span class='sheet-strong'>Inspire</span> others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under <span class='sheet-strong'>Persuade</span>, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high <span class='sheet-strong'>Inspire</span> ratings can be forceful orators, passionate agitators, and well- loved leaders of men<br><br>A successful <span class='sheet-strong'>Inspire</span> roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.",
"persuade":"Persuade",
"inspire-description":"Le Héros est capable d'inspirer des émotions positives à ceux qui l'entourent pour les pousser à ne pas rester inactifs. On y parvient principalement en montrant l'exemple, en faisant preuve de charisme ou en affichant ses convictions personnelles plutôt qu'en s'appuyant sur la force de la parole (ce qui correspond davantage à la <span class='sheet-strong'>PERSUASION</span>). On peut se servir de cette Compétence sur des individus, mais elle est particulièrement efficace pour influencer les foules.",
"persuade":"Persuasion",
"persuade-short":"Per",
"persuade-description":"This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high <span class='sheet-strong'>Persuade</span> score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.<br><br>The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.",
"persuade-description":"Cette Compétence permet au Héros de recourir à ses facultés de raisonnement pour convaincre autrui, qu'il s'agisse d'une idée ou de la marche à suivre. Elle peut servir à influencer de petits groupes d'auditeurs, mais seulement si le contexte s'y prête, comme dans une salle commune. Une tentative de persuasion peut prendre du temps, mais son effet sur les actions d'autres personnes s'inscrit dans la durée. ",
"personality-description":"A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.",
"athletics":"Athletics",
"athletics":"Athlétisme",
"athletics-short":"Ath",
"athletics-description":"<span class='sheet-strong'>Athletics</span> is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high <span class='sheet-strong'>Athletics</span> skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.<br><br>A successful <span class='sheet-strong'>Athletics</span> roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.",
"travel":"Travel",
"travel-short":"Tra",
"travel-description":"In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.<br><br>When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the <span class='sheet-strong'>Travel</span> skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.",
"stealth":"Stealth",
"stealth-short":"Ste",
"stealth-description":"A hero resorts to <span class='sheet-strong'>Stealth</span> whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use <span class='sheet-strong'>Stealth</span> to prosper in their trade.<br><br>A successful <span class='sheet-strong'>Stealth</span> roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.<br><br>A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.",
"athletics-description":"L'<span class='sheet-strong'>ATHLETISME</span> est une compétence très large qui couvre l'ensemble des activités physiques auxquelles un Héros se livre pendant une aventure, qu'il s'agisse de courir, sauter, grimper, ou nager. ",
"travel":"Voyage",
"travel-short":"Voy",
"travel-description":"Au Troisième Age, les cités, villes et villages de la Terre du Milieu sont séparés par de nombreuses lieues de régions sauvages ou désertes. Un test de <span class='sheet-strong'>VOYAGE</span> permet à un Héros d'estimer la distance à parcourir, de lire une carte ou d'évaluer s'il peut approcher sans danger un inconnu sur la route.",
"stealth":"Discrétion",
"stealth-short":"Disc",
"stealth-description":"Un Héros fait appel à la <span class='sheet-strong'>DISCRETION</span> quand il lui faut agir sans se faire remarquer. Il peut avoir besoin de se cacher, de se déplacer en silence ou de suivre quelqu'un. Ces actions nécessitent généralement célérité et précision. Un Héros discret fera donc preuve de prudence et saura saisir sa chance pour agir au meilleur moment.",
"movement-description":"Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.",
"awareness":"Awareness",
"awareness-short":"Awa",
"awareness-description":"The <span class='sheet-strong'>Awareness</span> skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.<br><br>A high <span class='sheet-strong'>Awareness</span> rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.",
"insight":"Insight",
"insight-short":"Ins",
"insight-description":"<span class='sheet-strong'>Insight</span> is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with <span class='sheet-strong'>Insight</span> can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high <span class='sheet-strong'>Insight</span> score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful <span class='sheet-strong'>Insight</span> roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. <span class='sheet-strong'>Insight</span> tests may be rolled in opposition to an adversary using <span class='sheet-strong'>Persuade</span> or another Personality skill.",
"search":"Search",
"search-short":"Sea",
"awareness":"Vigilance",
"awareness-short":"Vig",
"awareness-description":"La <span class='sheet-strong'>VIGILANCE</span> regroupe les facultés de réaction du Héros, mais elle lui permet aussi de remarquer quelque chose d'inattendu, qui sort de l'ordinaire ou qui est difficilement détectable. Une valeur de <span class='sheet-strong'>VIGILANCE</span> élevée reflète dessens aiguisés et l'expérience nécessaire pour comprendre ce que l'on voit et entend. ",
"insight":"Intuition",
"insight-short":"Int",
"insight-description":"L'<span class='sheet-strong'>INTUITION</span> permet de voir au-delà des apparences, de prendre conscience des croyances et des pensées cachées d'autrui. Cette Compétence ne révèle pas les mensonges, mais les informations qu'elle permet d'obtenir peuvent servir à tirer d'utiles conclusions sur les motivations d'un interlocuteur. ",
"search":"Fouille",
"search-short":"Fou",
"search-description":"<span class='sheet-strong'>Search</span> is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. <span class='sheet-strong'>Search</span> rolls are generally initiated by the player rather than the Loremaster; <span class='sheet-strong'>Awareness</span> is used to see if the characters passively notice something. A successful <span class='sheet-strong'>Search</span> roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.",
"perception-description":"The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.",
"explore":"Explore",
"explore":"Exploration",
"explore-short":"Exp",
"explore-description":"Adventurers rely on their <span class='sheet-strong'>Explore</span> skill when they move through an unfamiliar area of the Wild. An <span class='sheet-strong'>Explore</span> test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high <span class='sheet-strong'>Explore</span> rating is an invaluable resource for a companion acting as a scout for his group of adventurers.",
"healing":"Healing",
"healing-short":"Hea",
"healing-description":"The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.<br><br>The <span class='sheet-strong'>Healing</span> skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.",
"hunting":"Hunting",
"hunting-short":"Hun",
"explore-description":"Les Héros utilisent la Compétence <span class='sheet-strong'>EXPLORATION</span> quand ils parcourent une région peu familière.<br> Durant ses voyages, la Compagnie devra certainement effectuer un test d'<span class='sheet-strong'>EXPLORATION</span> pour trouver sa direction ou retrouver son chemin après avoir fait un détour : pour faire face à des risques naturels : pour ouvrir en milieu sauvage des sentiers que d'autres pourront ensuite emprunter : ou encore pour choisir le bon emplacement ou dresser un camp. ",
"healing":"Soins",
"healing-short":"Soi",
"healing-description":"Les connaissances qui permettent de soulager la douleur et de soigner les malades et les blessés sont anciennes et varient d'une culture à une autre. Presque toutes les traditions sont néanmoins d'accord sur un point : les blessures graves doivent être soignées sur le champ sous peine d'empirer. <br>La Compétence <span class='sheet-strong'>SOINS</span> permet de réduire une fracture, de se servir d'herbes et de baumes. ",
"hunting":"Chasse",
"hunting-short":"Cha",
"hunting-description":"Knowing how to hunt is a fundamental skill common in much of Middle-earth. A <span class='sheet-strong'>Hunting</span> roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.",
"survival-description":"The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.",
"song":"Song",
"song-short":"Son",
"song-description":"Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.<br><br><span class='sheet-strong'>Song</span> is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.",
"courtesy":"Courtesy",
"song":"Chant",
"song-short":"Cha",
"song-description":"Hobbits et Hommes, Elfes et Nains, les Gobelins et peut-être même les Orques, toutes les créatures de la Terre du Milieu festoient en jouant de la musique et en chantant. Les plus grands exploits et les pires malheurs sont mis en vers, et les gens trouvent parfois le réconfort au moyen de récits agréables ou comiques.<br><br>La Compétence <span class='sheet-strong'>CHANT</span> sert à réciter des poèmes, à chanter ou à jouer d'un instrument adapté à la culture du personnage. Elle permet aussi d'apprendre de nouvelles œuvres et de produire des compositions originales.",
"courtesy":"Courtoisie",
"courtesy-short":"Cou",
"courtesy-description":"The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.<br><br>A hero succeeding in a <span class='sheet-strong'>Courtesy</span> roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.",
"riddle":"Riddle",
"riddle-short":"Rid",
"riddle-description":"Owing its name to the ancient Game, the <span class='sheet-strong'>Riddle</span> skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.<br><br>An adventurer also relies on <span class='sheet-strong'>Riddle</span> whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.<br><br>An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.",
"courtesy-description":"Les Peuples Libres observent de vieilles règles de conduite et de convenance. Ces traditions accordent une grande valeur au respect et permettent de nouer rapidement des relations amicales avec de parfaits inconnus.",
"riddle":"Énigmes",
"riddle-short":"Éni",
"riddle-description":"<span class='sheet-strong'>ENIGMES</span> Cette Compétence, qui tire son nom d'un vieux jeu d'esprit, permet aux Héros d'associer des bribes d'informations apparemment décousues pour en tirer de véritables conclusions en faisant appel à la déduction, au raisonnement et à l'intuition. Un aventurier s'appuie également sur la Compétence <span class='sheet-strong'>ENIGMES</span> quand il est dans l'obligation d'aborder un sujet, mais ne souhaite pas révéler tout ce qu'il sait. Il peut s'agir, par exemple, d'expliquer quelque chose le concernant sans révéler sa véritable identité.<br><br>De nombreuses créatures ont coutume de parler par énigmes quand elles ont affaire à des inconnus qu'elles rencontrent pour la première fois et désirent faire preuve de réserve. Cette Compétence permet aussi de déchiffrer tout ou partie d'une énigme orale ou écrite.",
"custom-description":"While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.",
"craft":"Craft",
"craft-short":"Cra",
"craft-description":"The <span class='sheet-strong'>Craft</span> skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.<br><br>A high <span class='sheet-strong'>Craft</span> score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.",
"battle":"Battle",
"battle-short":"Bat",
"battle-description":"A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The <span class='sheet-strong'>Battle</span> skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).",
"lore":"Lore",
"lore-short":"Lor",
"craft":"Artisanat",
"craft-short":"Art",
"craft-description":"Cette Compétence n’englobe pas vraiment tous les savoir-faire des forgerons, des charpentiers ou des autres corps de métier de l’artisanat. Elle démontre simplement le talent dont fait preuve le personnage qui crée ou répare des objets manuellement. L’<span class='sheet-strong'>ARTISANAT</span> peut servir à réparer la roue d’une charrette, à construire un radeau improvisé avec du bois trouvé sur la berge d’un cours d’eau, ou bien à allumer un feu sur une colline exposée au vent.",
"battle":"Art de la guerre",
"battle-short":"Art",
"battle-description":"Une haute valeur dans cette Compétence révèle une bonne maitrise des règles de la guerre et une capacité certaine à manœuvrer de manière appropriée au cœur d’une violente confrontation. La Compétence <span class='sheet-strong'>ART DE LA GUERRE</span> permet de bénéficier d’un avantage face à un groupe d’ennemis.",
"lore":"Connaissance",
"lore-short":"Conn",
"lore-description":"<span class='sheet-strong'>Lore</span> expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a <span class='sheet-strong'>Lore</span> roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a <span class='sheet-strong'>Lore</span> test for information regarding their character’s culture, background or the area they originally come from.",
"vocation-description":"Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.",
"weapon":"Weapon",
"weapon":"Attirail de guerre",
"weapon-encumbrance-abbreviation":"Enc",
"combat-values":"Combat Values",
"damage":"Damage",
"ranged":"Ranged",
"parry":"Parry",
"total-parry":"Total Parry",
"shield":"Shield",
"shield-placeholder":"[Shield]",
"head-gear":"Head Gear",
"gear":"Gear",
"combat-values":"Valeurs de Combat",
"damage":"Dégâts",
"ranged":"À distance",
"parry":"Parade",
"total-parry":"Total parade",
"shield":"Bouclier",
"shield-placeholder":"[Bouclier]",
"head-gear":"Casque",
"gear":"Équipement",
"description":"Description",
"encumbrance-abbreviation":"Enc",
"character-states":"Character States",
"total-fatigue":"Total Fatigue",
"total-fatigue":"Fatigue totale",
"encumbrance-fatigue":"Enc. Fatigue",
"travel-fatigue":"Travel Fatigue",
"total-shadow":"Total Shadow",
"temporal-shadow":"Temp. Shadow",
"permanent-shadow":"Perm. Shadow",
"miserable":"Miserable",
"wounded":"Wounded",
"rewards-and-virtues":"Rewards & Virtues",
"rewards":"Rewards",
"virtues":"Virtues",
"progress-and-keepings":"Progress & Holdings",
"fellowship-pool":"Fellowship",
"travel-fatigue":"Fatigue de Voyage",
"total-shadow":"Ombre Totale",
"temporal-shadow":"Ombre Temporaire",
"permanent-shadow":"Ombre Permanente",
"miserable":"Misérable",
"wounded":"Blessé",
"rewards-and-virtues":"Récompenses & Vertus",
"rewards":"Récompenses",
"virtues":"Vertus",
"progress-and-keepings":"Progression & Trésors",
"fellowship-pool":"Réserve de Communauté",
"advancement-points":"Advancement Points",
"experience":"Experience",
"experience":"Expérience",
"experience-description":"Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.",
"treasure":"Treasure",
"treasure":"Trésors",
"treasure-rating":"Treasure<br/>Rating",
"standing":"Standing",
"background":"Background",
"notes":"Notes",
"company":"Company",
"company":"Communauté",
"guide":"Guide",
"scout":"Scout",
"huntsman":"Huntsman",
"huntsman":"Age",
"look-out_man":"Look-out Man",
"fellowship-focus":"Fellow Focus",
"fellowship-phase":"Fellowship Phase",
"fellowship-phase":"Phase de Communauté",
"sanctuaries":"Sanctuaries",
"patron":"Patron",
"tale-of-years":"Tale of Years",
"year":"Year",
"event-description":"Event Description",
"mount":"Mount",
"mount-name":"Name",
"mount":"Monture",
"mount-name":"Nom",
"mount-treasure":"Treasure",
"mount-vigour":"Vigour",
"rolls-for":"rolls for",
"against-tn":"against TN",
"rolls-for":"jet de",
"against-tn":"contre SR",
"protection":"Protection",
"protection-abbr":"Prot.",
"injury":"Injury",
"target-number":"Target Number",
"attacks-with":"attacks with",
"attacks-with-a":"attacks with a",
"charges-with":"charges with",
"an-attack":"to attack",
"injury":"Blessure",
"target-number":"Seuil de Réussite (SR)",
"attacks-with":"attaque avec",
"attacks-with-a":"attaque avec un(e)",
"charges-with":"charge avec",
"an-attack":"attaque",
"might":"Might",
"combat-proficiency":"Combat Proficiency",
"fell-ability":"Fell Ability",
"special-damage":"Special Damage",
"general":"General",
"combat-proficiency":"Compétence de combat",
"fell-ability":"Capacités redoutables",
"special-damage":"Dégâts spéciaux",
"general":"Général",
"flaws":"Flaws",
"adventure-points":"Adventure<br/>Points",
"skill-points":"Skill Points",
@@ -191,36 +191,36 @@
"skill-points-total":"Skill<br/>Total",
"treasure-load-title":"Treasure Load (carried)",
"rating":"Rating",
"tn-strength":"TN",
"tn-heart":"TN",
"tn-wits":"TN",
"strength":"Strength",
"tn-strength":"SR",
"tn-heart":"SR",
"tn-wits":"SR",
"strength":"Corps",
"strength-description":"A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.",
"endurance-max":"End. (max.)",
"hope-max":"Hope (max.)",
"hope-max":"Espoir (max.)",
"load":"Load",
"fatigue":"Fatigue",
"shadow":"Shadow",
"shadow":"Ombre",
"scars":"Scars",
"age":"Age",
"scan":"Scan",
"scan-short":"Sca",
"scan-description":"Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.",
"enhearten":"Enhearten",
"enhearten-short":"Enh",
"age":"Âge",
"scan":"Inspection",
"scan-short":"Insp",
"scan-description":"La Compétence <span class='sheet-strong'>INSPECTION</span> permet à un Héros d'examiner quelque chose avec attention. Grâce à elle, il peut feuilleter un livre afin de trouver une information pertinente, trouver des portes dissimulées ou des inscriptions cachées, reconnaître un visage familier dans une foule ou repérer des traces de pas. <br>Les tests d'<span class='sheet-strong'>INSPECTION</span> sont généralement demandés par les joueurs et non par le Gardien des Légendes. Un test couvre l'inspection d'une petite zone, comme une pièce. <br>Cette Compétence diffère de <span class='sheet-strong'>VIGILANCE</span>, qui permet de voir si les personnages remarquent quelque chose de façon passive. ",
"enhearten":"Inspiration",
"enhearten-short":"Insp",
"enhearten-description":"Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.",
"combat":"Combat",
"axes":"Axes",
"swords":"Swords",
"bows":"Bows",
"spears":"Spears",
"axes":"Haches",
"swords":"Épées",
"bows":"Arcs",
"spears":"Lances",
"parsedroll-description":"When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.",
"tableroll-description":"When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.",
"axes-description":"The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.",
"bows-description":"The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.",
"spears-description":"The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.",
"swords-description":"The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.",
"other-placeholder":"[Other]",
"axes-description":"La Compétence de combat HACHES permet à un Héros d'utiliser une hache, une hache à long manche mais aussi un bigot.",
"bows-description":"La Compétence de combat ARCS permet à un Héros d'effectuer des attaques à distance à l'aide d'un arc ou d'un grand arc.",
"spears-description":"La Compétence de combat LANCES permet à un Héros d'effectuer des attaques de combat rapproché ou à distance à l'aide d'une lance courte ou d'une lance, ainsi que de se battre au corps à corps avec une grande lance.",
"swords-description":"La Compétence de combat ÉPÉES permet à un Héros d'attaquer en combat rapproché avec une épée courte, une épée ou une épée longue.",
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