diff --git a/Agon Official/translations/es.json b/Agon Official/translations/es.json index f5fbec465d..7562eeddd9 100644 --- a/Agon Official/translations/es.json +++ b/Agon Official/translations/es.json @@ -1,5 +1,5 @@ { - "acumen": "Astucia", + "acumen": "Sagacidad", "add_domain_spend_pathos": "Añadir otro Dominio (gastar Pathos)", "advantage_bond_support": "Ventaja/Lazo/Apoyo", "agony": "Agonía", diff --git a/Agone-(french)/translation.json b/Agone-(french)/translation.json new file mode 100644 index 0000000000..76964a126a --- /dev/null +++ b/Agone-(french)/translation.json @@ -0,0 +1,499 @@ +{ + "acrobatics-option":"Acrobatie (Maraude)", + "ADVOCATUS-DIABOLI-INKS-header":"ADVOCATUS DIABOLI & ENCRES", + "advocatus-diaboli-title":"Advocatus Diaboli en charge de la Connivence", + "age-header":"Âge", + "age-title":"Âge", + "AGI-header":"AGI", + "AGIlity-experience-title":"Expérience dépensée en AGIlité", + "AGIlity-header":"AGIlité", + "agility-roll":"AGIlité", + "AGIlity-title":"Score d'AGIlité", + "AIM-header":"TIR", + "aim-roll":"TIR", + "aim-title":"(PER+AGI)/2", + "alchemy-option":"Alchemie (Occulte)", + "alertness-option":"Vigilance (Épreuve)", + "alphabets-option":"Alphabets (Savoir)", + "alteration-of-the-senses-header":"Altération des sens", + "amber-option":"Ambré", + "aptitude-header":"Potentiel", + "armor-header":"Armure", + "armor-penalty-title":"Malus de l'armure", + "armor-perception-penalty-title":"Malus de perception de l'armure", + "armor-protection-title":"Protection de l'armure", + "ARMOR-STATE-header":"ARMURE & ÉTAT", + "armor-title":"Armure", + "armor-type-title":"Type d'armure", + "armor-worn-title":"Armure portée", + "ART-apt-header":"Pot. d'ART", + "ART-header":"ART", + "art-title":"(CHA+CRE)/2", + "ASC-bonus-header":"Bonus d'EMP", + "ASC-header":"EMP", + "asc-title":"INT, (INT+VOL)/2 ou VOL", + "ASCendancy-apt-header":"Pot. d'EMPrise", + "ascendancy-bonus-title":"Bonus d'Emprise du Danseur", + "ASCENDANCY-header":"EMPRISE", + "ASCendancy-header":"EMPrise", + "ascendancy-magical-arts-header":"Emprise & Arts Magiques", + "ascendancy-magical-arts-item1-line":"\n\t\t\t\tLe bouton dans la barre de titre regroupe tous les jets de magie en un.\n\t\t\t", + "ascendancy-roll":"EMPrise", + "ascendancy-roll-title":"Jet d'Emprise", + "asset-cost-title":"Coût de l'avantage", + "asset-name-header":"Nom de l'avantage", + "asset-title":"Avantage et description", + "ASSETS-FAULTS-header":"AVANTAGES & DÉFAUTS", + "astronomy-option":"Astronomie (Savoir)", + "athletics-option":"Athlétisme (Épreuve)", + "attack-header":"Attaque", + "attack-roll":"Attaque", + "attribute-roll-title":"Jet de Caractéristique", + "attributes-fumble-header":"Caractéristiques / Fumble", + "attributes-header":"Caractéristiques primaires", + "ATTRIBUTES-header":"CARACTÉRISTIQUES PRIMAIRES", + "attributes-item1-line":"\n\t\t\t\tLe bouton dans la barre de titre regroupe tous les jets de caractéristique en un.\n\t\t\t", + "attributes-item2-line":"\n\t\t\t\tPour les doubles cases, celle de gauche correspond à la caractéristique ou l'aspect, celle de droite à l'expérience dépenséee.\n\t\t\t", + "attribute-roll": "Caractéristique ", + "azuren-option":"Azurin", + "base-roll":"Base ", + "beast-lore-option":"Zoologie (Savoir)", + "birthplace-header":"Origine", + "black-blood-header":"Sang noir", + "black-fey-option":"Fée Noire", + "blackness-header":"Noirceur", + "body-bonus-header":"Bonus de Corps", + "body-bonus-title":"Différence entre Corps et Corps Noir", + "body-experience-title":"Expérience totale dépensée dans une caractéristique ou compétence liée au Corps", + "BODY-header":"CORPS", + "Body-header":"Corps", + "body-title":"Score de Corps", + "bonus-penalty-roll":"Bonus/Malus ", + "branch-header":"Domaine", + "branch-placeholder":"domaine", + "branch-title":"Domaine de la compétence (si applicable)", + "C-option":"C", + "casting-time-header":"Temps", + "CHA-header":"CHA", + "character-header":"Personnage", + "CHArisma-experience-title":"Expérience dépensée en CHArisme", + "CHArisma-header":"CHArisme", + "charisma-roll":"CHArisme", + "CHArisma-title":"Score de CHArisme", + "cipher-sorcery-option":"Cryptogramme (Occulte)", + "climb-option":"Escalade (Épreuve)", + "closed-roll-title":"Jet fermé", + "coin-header":"Sou", + "coin-title":"Quantité de sou(s)", + "companion-header":"Compagnon", + "conceal-option":"Camouflage (Maraude)", + "concord-option":"Harmonie (Occulte)", + "connivance-title":"Termes de la Connivence", + "CONNIVANCES-header":"CONNIVENCES,", + "contempt-header":"Mépris", + "contusive-option":"Contondant", + "core-book-title":"Voir Livre des Règles", + "cost-header":"Coût", + "craft-option":"Savoir-faire (Société)", + "CRE-header":"CRÉ", + "CREativity-experience-title":"Expérience dépensée en CRÉativité", + "CREativity-header":"CRÉativité", + "creativity-roll":" CRÉativité", + "CREativity-title":"Score de CRÉativité", + "crimson-option":"Carmin", + "critical-wound-threshold-header":"Bl. Critique", + "critical-wound-threshold-title":"PdV/2", + "crystal-header":"Cristal", + "crystal-title":"Quantité de cristal(ux)", + "cults-option":"Cultes (Savoir)", + "CURRENCY-header":"MONNAIE", + "currency-header":"Monnaie", + "current-demon-density-title":"Densité actuelle du Démon", + "current-density-header":"Actuelle", + "current-endurance-title":"Endurance restante du Danseur", + "current-fp-title":"Point(s) d'Héroïsme actuel(s)", + "current-hp-title":"Point(s) de Vie actuel(s)", + "current-load-title":"Charge actuelle", + "current-memory-title":"Mémoire restante du Danseur", + "currents-header":"Actuels", + "curse-header":"Malédiction", + "CWT-header":"SBC", + "daily-load-header":"Charge quot.", + "daily-load-title":"CM/2", + "damage-db-header":"Dom.+BD", + "dancer-header":"Danseur", + "dancer-lore-option":"Conn. des Danseurs (Occulte)", + "dancer-roll":"Danseur ", + "dancer-name-title":"Nom du Danseur", + "dark-body-header":"Corps Noir", + "dark-body-title":"Score de Corps Noir", + "dark-flame-header":"Flamme Noire", + "dark-flame-title":"Score de Flamme Noire", + "dark-soul-header":"Âme Noire", + "dark-soul-title":"Score d'Âme Noire", + "dark-spirit-header":"Esprit Noir", + "dark-spirit-title":"Score d'Esprit Noir", + "darkness-header":"Ténèbre", + "darkness-title":"Points de Ténèbre / 10", + "DB-header":"BD", + "defense-header":"Défense", + "defense-roll":"Parade", + "demon-density-title":"Densité du Démon", + "demon-header":"Démon", + "demon-opacity-title":"Opacité du Démon", + "demon-origin-title":"Origine du Démon", + "demonic-appearance-header":"Apparence démoniaque", + "demonic-twin-header":"Jumeau démoniaque", + "demonology-option":"Démonologie (Occulte)", + "density-header":"Densité", + "description-header":"Description", + "description-placeholder":"Description", + "DIF-header":"DIF", + "diplomacy-option":"Diplomatie (Société)", + "dirhem-header":"Dirhem", + "dirhem-title":"Quantité de dirhem(s)", + "disguise-option":"Déguisement (Maraude)", + "distance-dodge-header":"Distance", + "distance-dodge-title":"(AGI+Esquive)/2", + "DL-header":"CQ", + "dodge-header":"Esquive", + "dodge-option":"Esquive (Épreuve)", + "dodge-roll": "Esquive", + "dodge-roll-title":"Jet d'Esquive", + "dodge-title":"AGI+Esquive(+Bonus de Corps)", + "draaken-option":"Drakonien", + "duration-header":"Durée", + "dwarf-option":"Nain", + "eaglet-header":"Aiglon", + "eaglet-title":"Quantité d'aiglon(s)", + "elementalism-option":"Élémentalisme (Occulte)", + "eloquence-option":"Éloquence (Société)", + "empathy-header":"Empathie", + "empathy-title":"Empathie du Danseur", + "endurance-header":"Endurance", + "etiquette-option":"Étiquette (Société)", + "EXP-header":"EXP", + "experience-header":"Expérience", + "fast-talk-option":"Baratin (Société)", + "fault-cost-title":"Coût du défaut", + "fault-name-header":"Nom du défaut", + "fault-title":"Défaut et description", + "final-metamorphosis-header":"Déchu", + "first-aid-option":"Premiers soins (Épreuve)", + "flame-header":"Flamme", + "FLAME-SEASONLINGS-header":"FLAMME & SAISONINS,", + "flame-title":"Score de Flamme", + "flight-MV-title":"MV en vol", + "fortune-header":"Héroïsme", + "FP-header":"PH", + "fp-header":"Points d'Héroïsme", + "full-option":"Complète", + "fumble-header":"Fumble", + "fumble-roll":"Fumble : ", + "fumble-title":"Fumble", + "gambling-option":"Jeu (Maraude)", + "gender-title":"Genre", + "general-use-header":"Utilisation générale", + "general-use-item1-line":"\n\t\t\t\tLe menu en haut de la feuille permet de créer des personnages, des compagnons (et montures), des démons et des PNJs. Un seul menu doit être utilisé par personnage.\n\t\t\t", + "general-use-item10-line":"\n\t\t\t\tDans certaines sections, on peut rajouter des éléments (Exemple : ajouter des armes). Le bouton & permet d'ajouter. Le bouton y permet de passer en mode édition. Deux boutons apparaissent alors, celui de droite en rouge permet de supprimer, celui de gauche (hamburger) permet de déplacer. Enfin le bouton 3 permet de valider les changements du mode édition.\n\t\t\t", + "general-use-item2-line":"\n\t\t\t\tÀ l'aide des cases à cocher, vous pouvez ouvrir la section correspondante et y trouver son contenu.\n\t\t\t", + "general-use-item3-line":"\n\t\t\t\tPour savoir à quoi correspondent les cases à remplir, laissez la souris dessus pour voir apparaître l'info-bulle.\n\t\t\t", + "general-use-item4-line":"\n\t\t\t\tLes cases en gris foncé sont automatiquement calculées et ne peuvent être modifiées.\n\t\t\t", + "general-use-item5-line":"\n\t\t\t\tCertains calculs nécessitent de fermer et de rouvrir la feuille.\n\t\t\t", + "general-use-item6-line":"\n\t\t\t\tLes boutons contenant la représentation d'un dé permettent d'effectuer un jet en relation à ce qui se trouvent à leur gauche (Exemple : le bouton situé à droite de Fumble permet d'effectuer un jet correspondant à un fumble).\n\t\t\t", + "general-use-item7-line":"\n\t\t\t\tOn peut glisser-déposer les boutons dans la barre de macros rapides.\n\t\t\t", + "general-use-item8-line":"\n\t\t\t\tTous les jets demanderont le cumul d'éventuels bonus et malus via l'interface du jeu, comme les malus dus aux blessures graves par exemple.\n\t\t\t", + "general-use-item9-line":"\n\t\t\t\tLe bouton à droite de Fumble permet de relancer un 1 sur 1d10 et soustraire le résultat.\n\t\t\t", + "generic-roll":"Générique", + "generic-roll-header":"Jet générique (ouvert/fermé)", + "geography-option":"Géographie (Savoir)", + "giant-option":"Géant", + "gift-placeholder":"Bienfait", + "gift-title":"Bienfait", + "GIFTS-header":"BIENFAITS,", + "gold piece-title":"Quantité de pièce(s) d'or", + "gold-piece-header":"Pièce d'or", + "ground-MV-title":"MV au sol", + "half-load-header":"Demi charge", + "half-load-title":"CM/2", + "help-header":"Aide", + "help-section-header":"Aide à l'utilisation de la fiche de personnage", + "history-legends-option":"Histoire & légendes (Savoir)", + "HL-header":"DC", + "hp-fp-header":"PdV & PH", + "HP-header":"PdV", + "hp-header":"Points de Vie", + "human-option":"Humain", + "hunt-option":"Chasse (Maraude)", + "I-option":"P", + "impaling-option":"Perforant", + "impaling-slashing-option":"Perforant/Tranchant", + "initiative-ascendancy-magical-arts-header":"Initiative / Emprise / Arts Magiques", + "initiative-dodge-natural-defense-header":"Initiative / Esquive / Défense Naturelle", + "initiative-header":"Initiative", + "initiative-roll": "Initiative : ", + "initiative-roll-title":"Jet d'Initiative", + "initiative-title":"AGI+PER(+Bonus de Corps)", + "inner-portal-header":"Portail intérieur", + "insomnia-header":"Insomniaque", + "INT-header":"INT", + "INTelligence-experience-title":"Expérience dépensée en INTelligence", + "INTelligence-header":"INTelligence", + "intelligence-roll":"INTelligence", + "INTelligence-title":"Score de INTelligence", + "intrigue-option":"Intrigue (Maraude)", + "intuitive-ART-aptitude-header":"Impro d'ART", + "intuitive-ASC-aptitude-header":"Impro EMP", + "intuitive-ascendancy-roll":"EMPrise (impro)", + "intuitive-header":"Improvisation", + "intuitive-roll":"(impro)", + "invoking-aptitude-header":"Pot. de conjuration", + "invoking-aptitude-title":"Potentiel de conjuration (Noirceur+Démonologie+Bonus d'Âme)", + "invoking-DIF-title":"DIFficulté de conjuration du Démon", + "invoking-roll":"Conjuration", + "IS-option":"PT", + "item-quantity-title":"Quantité de l'objet", + "item-title":"Objet", + "item-total-weight-title":"Masse totale", + "item-unit-weight-title":"Masse unitaire", + "languages-option":"Langues (Savoir)", + "last-roll":"Ancient jet ", + "law-option":"Lois (Savoir)", + "legerdemain-option":"Passe-passe (Maraude)", + "living-shadow-header":"Ombre vivante", + "load-penalty-title":"Malus dû à la surcharge", + "locksmith-option":"Serrurerie (Maraude)", + "lunar-scarifications-header":"Scarifications lunaires", + "magic-casting-time-title":"Temps d'exécution de la magie", + "magic-description-title":"Description de la magie", + "magic-duration-title":"Durée de la magie", + "magic-initiative-title":"Initiative pour lancer un sort (Init+10)", + "magic-name-title":"Nom de la magie", + "magic-range-title":"Portée/Zone d'effet de la magie", + "magic-threshold-title":"Seuil de la magie", + "magic-type-title":"Type de la magie", + "magical-art-aptitude-title":"Potentiel d'Art magique (ART+[Art Magique ou Art profane]+Bonus d'Âme)", + "magical-art-intuitive-aptitude-title":"Potentiel d'improvisation en Art magique (CRÉ+[Art Magique ou Art profane]+Bonus d'Âme)", + "magical-art-title":"Art Magique", + "MAGICAL-ARTS-header":"ARTS MAGIQUES", + "magical-arts-header":"Arts Magiques", + "magical-arts-option":"Arts Magiques (Occulte)", + "magical-arts-roll-title":"Jet d'Art Magique", + "MAGICS-header":"MAGIES      ", + "maneuver-title":"Manœuvre, botte ou autre technique", + "MANEUVERS-ARTFUL-THRUSTS-header":"MANŒUVRES & BOTTES,", + "max-endurance-title":"Endurance totale du Danseur", + "max-fp-title":"Score de Flamme x 2", + "max-load-header":"Charge max.", + "max-memory-title":"Mémoire totale du Danseur", + "medicine-option":"Médecine (Savoir)", + "medusa-option":"Méduse", + "MEL-header":"MÊL", + "MELee-header":"MÊLée", + "melee-option":"Mêlée", + "melee-roll":"MÊLée", + "melee-title":"(FOR+AGIx2)/3", + "memory-header":"Mémoire", + "minotaur-option":"Minotaure", + "mischevious-demon-header":"Démon facétieux", + "missile-option":"Trait", + "ML-header":"CM", + "morgana-option":"Morgane", + "music-option":"Musique (Société)", + "MV-header":"MV", + "MV-title":"Score de MV", + "name-description-header":"Nom & description", + "name-header":"Nom", + "name-title":"Nom", + "natural-defense-header":"Défense Naturelle", + "natural-defense-roll": "Défense Naturelle ", + "natural-defense-roll-title":"Jet de Défense Naturelle", + "natural-defense-title":"AGI(+Bonus de Corps)", + "navigation-option":"Navigation (Savoir)", + "nightmares-header":"Cauchemars", + "npc-header":"PNJ", + "npc-intuitive-art-roll":"Art (impro)", + "npc-other-moves":"Sorts et autres techniques", + "npc-stuff-placeholder":"Équipement", + "obsessed-by-shadow-header":"Obsession de l'ombre", + "obsidian-option":"Obsidien", + "occupation-header":"Occupation", + "ogre-option":"Ogre", + "opacity-header":"Opacité", + "opalin-option":"Opalin", + "open-roll-title":"Jet ouvert", + "oppressive-presence-header":"Présence oppressante", + "origin-header":"Origine", + "painting-option":"Peinture (Société)", + "partial-option":"Partielle", + "pearl-header":"Perle", + "pearl-title":"Quantité de perle(s)", + "penalty-header":"Malus", + "penalty-item1-line":"\n\t\t\t\tLes malus d'AGI et de PER sont proposés dans les jets lorsque la case de l'armure est cochée.\n\t\t\t", + "penalty-item2-line":"\n\t\t\t\tLes autres malus ne sont pas inclus dans les jets.\n\t\t\t", + "PER-header":"PER", + "PERception-experience-title":"Expérience dépensée en Perception", + "PERception-header":"PERception", + "perception-roll":"PERception", + "PERception-title":"Score de PERception", + "perfidy-header":"Perfidie", + "perfidy-title":"Points de Perfidie", + "pistol-header":"Pistole", + "pistol-title":"Quantité de pistole(s)", + "pixie-option":"Pixie", + "plant-lore-option":"Herboristerie (Savoir)", + "poetry-option":"Poésie (Société)", + "poisons-option":"Poisons (Maraude)", + "power-title":"Pouvoir de Flamme ou de Saison", + "powers-header":"Pouvoirs", + "profession-title":"Métier", + "quantity-header":"Quantité", + "race-header":"Peuple", + "range-header":"Portée", + "realm-birthplace-title":"Royaume d'origine", + "resonance-option":"Résonance (Occulte)", + "ride-option":"Équitation (Épreuve)", + "roll-header":"Jet", + "rolls-header":"Jets", + "roll-roll": "Jet ", + "S-option":"T", + "saffron-option":"Safran", + "saphiren-option":"Saphirin", + "sastre-header":"Sastre", + "sastre-title":"Quantité de sastre(s)", + "satyr-option":"Satyre", + "scarlet-option":"Vermillon", + "score-header":"Score", + "scrape-header":"Bribe", + "scrape-title":"Quantité de bribe(s)", + "sculpture-option":"Sculpture (Société)", + "search-option":"Fouille (Maraude)", + "seasonling-sponsor-header":"Parrain", + "seasonling-sponsor-title":"Nom ou Saison du parrain", + "seasons-option":"Saisons (Savoir)", + "SECONDARY-ATTRIBUTES-header":"CARACTÉRISTIQUES SECONDAIRES    ", + "serious-wound(s)-header":"Blessure(s) Grave(s)", + "serious-wound(s)-penalty-title":"Malus dû à la ou les Blessure(s) Grave(s)", + "serious-wound(s)-received-title":"Blessure(s) Grave(s) encaissée(s)", + "serious-wound-threshold-header":"Bl. Grave", + "serious-wound-threshold-title":"PdV/3", + "sex-header":"Sexe", + "sexual-perversion-header":"Déviance sexuelle", + "shadow-of-perfidy-header":"Ombre de la Perfidie", + "siamese-of-darkness-header":"Siamois de Ténèbres", + "SIZ-header":"TAI", + "SIZ-title":"Score de TAI", + "size-header":"Taille", + "size-title":"Taille", + "skill-experience-title":"Expérience dépensée dans la compétence", + "skill-header":"Compétence", + "skill-roll-title":"Jet de Compétence", + "skill-roll":"Compétence ", + "skill-title":"Score de la compétence", + "skills-header":"Compétence", + "SKILLS-header":"COMPÉTENCES", + "skills-item1-line":"\n\t\t\t\tLe bouton dans la barre de titre regroupe tous les jets de compétence en un.\n\t\t\t", + "skills-item2-line":"\n\t\t\t\tPour les doubles cases, celle de gauche correspond à la compétence, celle de droite à l'expérience dépensée.\n\t\t\t", + "skills-item3-line":"\n\t\t\t\tSeules 10 compétences d'armes seront prises en compte dynamiquement pour les jets globaux.\n\t\t\t", + "skill-name-roll": "Nom de la compétence ", + "slashing-option":"Tranchant", + "sleep-walking-header":"Somnambule", + "sorrow-placeholder":"Peine", + "sorrow-title":"Peine", + "SORROWS-DARKNESS-header":"PEINES & TÉNÈBRES,", + "SORROWS-PERFIDY-header":"PEINES & PERFIDIE", + "soul-bonus-header":"Bonus d'Âme", + "soul-bonus-title":"Différence entre Âme et Âme Noire", + "soul-experience-title":"Expérience totale dépensée dans une caractéristique ou compétence liée à l'Âme", + "SOUL-header":"ÂME", + "soul-header":"Âme", + "soul-title":"Score d'Âme", + "specialty-header":"Spécialité", + "specialty-placeholder":"spécialité", + "specialty-title":"Spécialité de la compétence", + "SPELLS-OPUS-MISCELLANEOUS-MAGICS-header":"SORTS, ŒUVRES & MAGIES DIVERSES", + "spirit-bonus-header":"Bonus d'Esprit", + "spirit-bonus-title":"Différence entre Esprit et Esprit Noir", + "spirit-experience-title":"Expérience totale dépensée dans une caractéristique ou compétence liée à l'Esprit.", + "SPIRIT-header":"ESPRIT", + "spirit-header":"Esprit", + "spirit-title":"Score d'Esprit", + "spriggan-option":"Farfadet", + "sprite-option":"Lutin", + "STA-header":"RÉS", + "STAmina-experience-title":"Expérience dépensée en RÉSistance", + "STAmina-header":"RÉSistance", + "stamina-roll":"RÉSistance", + "STAmina-title":"Score de RÉSistance", + "state-header":"État", + "stealth-option":"Discrétion (Maraude)", + "stewardship-option":"Intendance (Société)", + "STR-header":"FOR", + "strategy-option":"Stratégie (Savoir)", + "STRength-experience-title":"Expérience dépensée en FORce", + "STRength-header":"FORce", + "strength-roll":"FORce", + "STRength-title":"Score de FORce", + "stuff-header":"Équipement", + "STUFF-header":"ÉQUIPEMENT", + "style-header":"Style", + "summary-header":"Résumé", + "summary-item1-line":"\n\t\t\t\tLe menu Résumé permet d'accéder rapidement à de nombreux jets ainsi qu'aux informations d'état les plus courantes.\n\t\t\t", + "summary-item2-line":"\n\t\t\t\tLes armes ne sont malheureusement pas disponibles.\n\t\t\t", + "summary-title":"Résumé", + "surgery-option":"Chirurgie (Savoir)", + "survival-option":"Survie (Épreuve)", + "SW-header":"BG", + "swim-option":"Natation (Épreuve)", + "SWT-header":"SBG", + "threshold-header":"Seuil", + "thrown-option":"Jet", + "total-attack-title":"Attaque totale ([MEL ou TIR]+Compétence+Bonus de l'arme[+Bonus de Corps])", + "total-damages-title":"Dommages de l'arme + BD", + "total-dancer-aptitude-title":"Potentiel d'Emprise avec ce Danseur (EMP+[Résonance ou Connaissances des Danseurs]+Bonus d'Esprit+Bonus d'EMP du Danseur)", + "total-dancer-intuitive-aptitude-title":"Potentiel d'improvisation en Emprise avec ce Danseur (CRÉ+[Résonance ou Empathie du Danseur]+Bonus d'Esprit)", + "total-defense-title":"Parade totale (MEL+Compétence+Bonus de l'arme[+Bonus de Corps])", + "total-experience-header":"Totale", + "total-experience-title":"Expérience totale", + "total-header":"Total", + "total-initiative-title":"Initiative totale (PER+AGI+Bonus de l'arme[+Bonus de Corps])", + "touch-of-high-devils-header":"Marque des Hauts-Diables", + "trade-option":"Négoce (Société)", + "traditions-option":"Us et coutumes (Société)", + "trickster-header":"Diablotin farceur", + "type-header":"Type", + "unknown-roll":"Non apprise", + "unused-dancer-experience-title":"Expérience non dépensée du Danseur", + "unused-experience-title":"Expérience non dépensée", + "used-dancer-title":"Danseur pour la magie", + "value-header":"Valeur", + "vest-only-option":"Veste seule", + "weapon-attack-title":"Attaque de l'arme", + "weapon-damage-type-title":"Type de dégâts de l'arme", + "weapon-damages-title":"Dommages de l'arme", + "weapon-initiative-title":"Initiative de l'arme", + "weapon-name-title":"Nom de l'arme", + "weapon-SIZ-title":"Score de TAI de l'arme", + "weapon-skill-title":"Compétence d'arme associée", + "weapon-style-title":"Style de combat, mêlée, jet ou trait", + "WEAPONS-header":"ARMES      ", + "weapons-option":"Armes (Épreuve)", + "weapons1-option":"Armes 1", + "weapons10-option":"Armes 10", + "weapons2-option":"Armes 2", + "weapons3-option":"Armes 3", + "weapons4-option":"Armes 4", + "weapons5-option":"Armes 5", + "weapons6-option":"Armes 6", + "weapons7-option":"Armes 7", + "weapons8-option":"Armes 8", + "weapons9-option":"Armes 9", + "weight-header":"Masse", + "weight-title":"Masse en kg", + "wepaon-defense-title":"Parade de l'arme", + "WIL-header":"VOL", + "WILl-experience-title":"Expérience dépensée en VOLonté", + "WILl-header":"VOLonté", + "will-roll":"VOLonté", + "WILl-title":"Score de VOLonté" +} \ No newline at end of file diff --git a/Band of Blades Official/translations/pl.json b/Band of Blades Official/translations/pl.json index 921e032d9b..cc05bda50a 100644 --- a/Band of Blades Official/translations/pl.json +++ b/Band of Blades Official/translations/pl.json @@ -4,7 +4,7 @@ "ability_name": "Nazwa zdolności", "acquire_assets": "Pozyskanie Zasobów", "action_roll_1_3": "Porażka — You are thwarted and suffer consequences.", - "action_roll_4_5": "Partial Success — You do it but there are consequences.", + "action_roll_4_5": "Częściowy sukces - Udaje Ci się, ale ponosisz konsekwencje.", "action_roll_6": "Success — You do it!", "action_roll_crit": "Critical — You do it with increased effect!", "actions": "Akcje", @@ -14,9 +14,9 @@ "aim_desc": "While on a mission, you may spend aim uses to increase the effect level of a shot. This means you can sometimes take out large, dangerous enemies with a single bullet.", "alchemical_chembalm": "Gasijad", "alchemical_chembalm_desc": "Neutralizes most poisons and toxins.", - "alchemical_deep": "Deep", + "alchemical_deep": "Wdech", "alchemical_deep_desc": "Lets you hold your breath for a scene.", - "alchemical_owlsight_oil": "Owlsight Oil", + "alchemical_owlsight_oil": "Sowi olejek", "alchemical_owlsight_oil_desc": "See in the dark (24h). Light sensitive.", "alchemical_rage_venom": "Rage Venom", "alchemical_rage_venom_desc": "Gain physical potency for a scene. You must make a resolve resist to avoid attacking friend and foe indiscriminately. Addictive.", @@ -70,7 +70,7 @@ "annals_tale_will_q3": "How many survived and how did they rebuild the Legion?", "annals_tale_will_top": "Tell a Tale of the Legion’s Unyielding Will", "armor": "Pancerz", - "armor_heavy": "Heavy", + "armor_heavy": "Ciężki pancerz", "assignment": "Zlecenie", "athletic": "Athletic", "back_at_camp": "Back at Camp", @@ -121,10 +121,10 @@ "campaign_action_acquire_assets": "Pozyskanie Zasobów", "campaign_action_acquire_assets_boosted": "Upgrade result by one level. You may spend multiple supply.", "campaign_action_acquire_assets_desc": "Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: Exceptional). Laborers, Siege Weapons, and alchemical concoctions are fine quality. Alchemists and Mercies are exceptional quality.", - "campaign_action_liberty": "Liberty", + "campaign_action_liberty": "Zluzowanie", "campaign_action_liberty_boosted": "Legionnaires clear all stress. Increase Legion morale by 4 (total).", "campaign_action_liberty_desc": "Legionnaires are given leave of their responsibilities for a few days, good food and drink is provided, and campfire revelry is permitted. During this time, Legionnaires at liberty can party, fraternize, or relax as they see fit. Every character clears up to 3 stress. Increase Legion morale by 2.", - "campaign_action_long_term_project": "Long-Term Project", + "campaign_action_long_term_project": "Projekt długofalowy", "campaign_action_long_term_project_boosted": "Upgrade result by one level. You may spend multiple supply.", "campaign_action_long_term_project_desc": "Work on a long-term project, if you have the means. Pick a Specialist to lead the project. They roll an action and mark segments on the project clock based on the result (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign action multiple times, but only if working on a different project each time.", "campaign_action_recruit": "Recruit", @@ -145,7 +145,7 @@ "chosen": "Namaszczony", "chosen_abilities": "Zdolności Namaszczonego", "chosen_advancement": "Rozwinięcia Namaszczonego", - "chosen_horned_one": "The Horned One", + "chosen_horned_one": "Rogata", "chosen_horned_one_name": "Chosen of the Horned One", "chosen_n_broken": "Namaszczony i Splugawiony", "chosen_name": "Imię Namaszczonego", @@ -175,12 +175,12 @@ "death": "Death", "dedicated": "Dedicated", "desertion_desc": "Desertion: If you lose morale and have none, soldiers desert (one per morale you can’t pay). You lose Rookies, then Soldiers. If fewer than 3 full squads, end the game. The Legion is no more.", - "desperate": "Desperate", + "desperate": "Desperackie", "detail": "Detail", "details": "Detale", "devious": "Devious", "dice": "Dice", - "discipline": "Discipline", + "discipline": "Dyscyplinowanie", "discipline_desc": "Discipline a fellow soldier; command obedience using force of personality; intimidate or threaten.", "divine": "Divine", "divine_ability_abominable_science": "Plugawa Nauka", @@ -207,25 +207,25 @@ "divine_ability_blood_of_the_chosen_desc": "When you spend a Religious Supply, you also get a sanctified melee weapon on that mission. It is potent against undead. Start with 1 free Religious Supply.", "divine_ability_book_of_hours": "Brewiarz", "divine_ability_book_of_hours_desc": "All Specialists start with 2 extra ranks of actions.", - "divine_ability_cruel_gluttony": "Cruel Gluttony", + "divine_ability_cruel_gluttony": "Koszmarna nadkwaśność", "divine_ability_cruel_gluttony_desc": "Blighter crafts fluids that brew acid inside undead. Gut-Sacks can appear in any mission.", - "divine_ability_dark_visions": "Dark Visions", + "divine_ability_dark_visions": "Mroczne wizje", "divine_ability_dark_visions_desc": "Breaker hexes the Legion with horrible screaming nightmares. Liberties restores 1 less stress.", - "divine_ability_defilement": "Defilement", + "divine_ability_defilement": "Zbeszczeszczenie", "divine_ability_defilement_desc": "Breaker’s defilement of religious sites has diminished the holy influences in this region. Religious mission engagement rolls take -1d.", "divine_ability_forced_march": "Forced March", "divine_ability_forced_march_desc": "Render’s troops fueled by rage push forward. Add 3 ticks to the time clocks (Commander).", - "divine_ability_forest’s_wings": "Forest’s Wings", + "divine_ability_forest’s_wings": "Leśne szepty", "divine_ability_forest’s_wings_desc": "When you spend Religious Supply on a mission, squads bring up to 3 animals that can whisper messages to each other and to camp.", - "divine_ability_fury": "Fury", + "divine_ability_fury": "Furia", "divine_ability_fury_desc": "Render learns to spread his hate to his line troops. Gaunt now move swiftly and can act with cunning if their Elite dies.", - "divine_ability_great_hunter": "Great Hunter", + "divine_ability_great_hunter": "Wielka Łowczyni", "divine_ability_great_hunter_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 insight xp.", - "divine_ability_heart_of_heroes": "Heart of Heroes", + "divine_ability_heart_of_heroes": "Waleczne serca", "divine_ability_heart_of_heroes_desc": "All Legionnaires add the xp trigger: If you engaged a higher threat opponent by yourself.", - "divine_ability_heartless": "Heartless", + "divine_ability_heartless": "Bezduszni", "divine_ability_heartless_desc": "Render grants those that carve out their own hearts strength. Heartless can appear in any mission.", - "divine_ability_hide_of_the_white_hind": "Hide of the White Hind", + "divine_ability_hide_of_the_white_hind": "Język rogatej", "divine_ability_hide_of_the_white_hind_desc": "All Specialists can speak to and understand wild beasts.", "divine_ability_horned_god’s_bounty": "Horned God’s Bounty", "divine_ability_horned_god’s_bounty_desc": "When time passes, ask if the Legion will advance. If it does, do not spend Food.", @@ -233,19 +233,19 @@ "divine_ability_horned_god’s_eyes_desc": "If there is a Panyar Specialist on a recon mission, add +1d to the engagement roll.", "divine_ability_horned_god’s_thews": "Horned God’s Thews", "divine_ability_horned_god’s_thews_desc": "Legionnaires can spend special armor to resist physical consequences, or to push themselves on any prowess action.", - "divine_ability_living_god’s_fury": "Living God’s Fury", + "divine_ability_living_god’s_fury": "Furia Boga Żywego", "divine_ability_living_god’s_fury_desc": "The Quartermaster may spend Religious Supply before an assault mission to add +1d on the engagement roll. Legionnaires equip both Reliquaries and Black Shot.", - "divine_ability_living_god’s_kiss": "Living God’s Kiss", + "divine_ability_living_god’s_kiss": "Pocałunek Boga Żywego", "divine_ability_living_god’s_kiss_desc": "During a rest and recuperation campaign action, each Legionnaire removes 2 corruption in addition to healing.", - "divine_ability_living_god’s_vigor": "Living God’s Vigor", + "divine_ability_living_god’s_vigor": "Hart Boga Żywego", "divine_ability_living_god’s_vigor_desc": "Specialists can take an extra level 2 harm (3 total).", - "divine_ability_massacre": "Massacre", + "divine_ability_massacre": "Masakra", "divine_ability_massacre_desc": "Render’s savage tactics and defiling use of the dead instills fear in all soldiers. Assault mission engagement rolls take -1d.", - "divine_ability_modern_warfare": "Modern Warfare", + "divine_ability_modern_warfare": "Przewaga technologiczna", "divine_ability_modern_warfare_desc": "Blighter’s troops carry appropriate fine arms and armor.", - "divine_ability_nature’s_fury": "Nature’s Fury", + "divine_ability_nature’s_fury": "Furia natury", "divine_ability_nature’s_fury_desc": "Breaker & Witches can hex nature, covering troops with fog and storms, and animating trees in combat.", - "divine_ability_pillar_of_skulls": "Pillar of Skulls", + "divine_ability_pillar_of_skulls": "Filary z czaszek", "divine_ability_pillar_of_skulls_desc": "Breaker makes a pillar of wailing bodies to summon and corrupt sacred beasts. Devourers can appear in any mission.", "divine_ability_sacred_seals": "Sacred Seals", "divine_ability_sacred_seals_desc": "All Legionnaires gain special armor versus magical effects.", @@ -279,7 +279,7 @@ "divine_ability_war-saint_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 resolve xp.", "divine_ability_wild_awakening": "Wild Awakening", "divine_ability_wild_awakening_desc": "Shadow Witches and Breaker hex animals into spies, and packs for the Transformed to run with.", - "doctor": "Doctor", + "doctor": "Doktor", "doctor_desc": "While on a mission, you may spend doctor uses to treat a fellow Legionnaire so they ignore all wound penalties for a scene. Level 4 harm is still lethal.", "duties_commander_1": "Track Time and Pressure. Pressure and time increase when time passes or for certain mission penalties. Pressure decreases from some mission, and advancing resets it to zero. Time (rarely) decreases as a result of select missions.", "duties_commander_2": "Track Location and Movement. Decide when the Legion advances. You may never backtrack. Mark the Legion position and route on your map. When you advance, roll pressure minus Horses uses spent, and add time based on the roll. (1-3: One. 4/5: Two. 6: Three. crit: Five)", @@ -306,9 +306,9 @@ "duties_spymaster_3": "Work with Other Roles. Consult with the other Roles to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.", "duties_top": "Your Duties. During the game, do the following:", "effect": "Effect", - "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "effect_query": "?{Efekt|Normalny|Ograniczony|Duży|Ogromny|Zerowy}", "eloquent": "Eloquent", - "ember_wolves": "Ember Wolves", + "ember_wolves": "Rozżarzone Wilki", "engagement": "Engagement", "engagement_assault_1": "Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d.", "engagement_assault_2": "Wounds. Is any Legionnaire starting the mission wounded? Take -1d.", @@ -335,7 +335,7 @@ "engagement_religious_1": "Arcane. Did the Quartermaster send Religious Supplies to ward and protect the Legionnaires? Take +1d.", "engagement_religious_2": "Corruption. Is any Legionnaire starting with blight? Take -1d.", "engagement_religious_top": "Religious Mission. On each religious mission, also ask the following:", - "engagement_roll_outcomes": "Engagement Roll Outcomes", + "engagement_roll_outcomes": "Rzut na wejście", "engagement_secondary_1_3": "You fail the mission, lose 3 squad members, and all Specialists take level 3 harm.", "engagement_secondary_4_5": "Fail the mission or you can succeed, two squad members die, and all Specialists take level 2 harm.", "engagement_secondary_6": "You succeed at the mission, all Specialists take level 1 harm, and you may choose to lose 2 squad members to promote a Rookie to Soldier.", @@ -345,20 +345,20 @@ "engagement_supply_top": "Supply Mission. On each supply mission, also ask the following:", "engagements": "Engagements", "famous": "Famous", - "favor": "Favor", - "favor_glory": "Glory", - "favor_holy": "Holy", - "favor_mercy": "Mercy", - "favor_mystic": "Mystic", + "favor": "łaska", + "favor_glory": "Chwała", + "favor_holy": "Uświęcenie", + "favor_mercy": "Miłosierdzie", + "favor_mystic": "Mistycyzm", "favor_wild": "Wild", "fearless": "Fearless", "feature_alluring": "Alluring", "feature_bestial": "Bestial", "feature_blazing": "Blazing", - "feature_fearsome": "Fearsome", + "feature_fearsome": "Przerażający", "feature_feral": "Feral", - "feature_ferocious": "Ferocious", - "feature_monstrous": "Monstrous", + "feature_ferocious": "Nieokiełznany", + "feature_monstrous": "Przeobrażony", "feature_radiant": "Radiant", "feature_serene": "Serene", "feature_shining": "Shining", @@ -368,7 +368,7 @@ "features": "Features", "fierce": "Fierce", "flexible_width": "Flexible character sheet width", - "food_stores": "Food Stores", + "food_stores": "Zapasy żywności", "fortune": "Fortune", "fortune_roll": "Fortune roll", "friendly": "Friendly", @@ -377,37 +377,37 @@ "gain_morale_1": "Missions. Successful mission rewards.", "gain_morale_2": "Liberty. Whenever the Quartermaster chooses the liberty campaign action.", "gain_morale_from": "Gain morale from", - "gaunt": "Gaunt", - "ghost_owls": "Ghost Owls", + "gaunt": "Chudzi", + "ghost_owls": "Widmowe Sowy", "gracious": "Gracious", - "grinning_ravens": "Grinning Ravens", - "grit": "Grit", + "grinning_ravens": "Szczerzące się Kruki", + "grit": "Wytrwanie", "grit_desc": "You may spend grit uses to add +2d to a resistance roll. The grit use must be spent before the roll. You may only spend 1 grit use this way per roll.", "grizzled": "Grizzled", "haggard": "Haggard", - "harm": "Harm", + "harm": "Krzywda", "haughty": "Haughty", - "haunted": "Haunted", - "heavy": "Heavy", + "haunted": "Nawiedzony", + "heavy": "Ekwipunek ciężki", "heavy_items": "Heavy items", "heavy_missions": "Assault and Supply Missions", - "heritage": "Heritage", + "heritage": "Dziedzictwo", "high_morale": "High Morale", "honorable": "Honorable", "horses": "Horses", - "host": "Host", - "hunger": "Hunger", + "host": "Żywiciel", + "hunger": "Głód", "ink-stained": "Ink-Stained", "inquisitive": "Inquisitive", "insight": "Insight", "insight_desc": "Resist consequences from deception or understanding.", "inspiring": "Inspiring", - "intel": "Intel", + "intel": "Informacje wywiadowcze", "intel_desc": "INTEL: Spend 1 intel to add +1d to any engagement roll, or to access a special mission in a location in addition to your mission priorities. Gain intel from Recon mission rewards. Before you pick primary and secondary missions, ask intel questions based on how much intel you hold.", "intel_details": "A measure of how much you know about undead movements and the war", "item_+1_utility": "+1 Utility. Mark below.", "item_+2_utility": "+2 Utility. Mark below.", - "item_2_fine_pistols": "2 Fine Pistols", + "item_2_fine_pistols": "Dwa wyśmienite pistolety", "item_ammo": "Ammo", "item_armor": "Pancerz", "item_bandolier": "Bandolier", @@ -419,43 +419,43 @@ "item_climbing_kit": "Zestaw wspinaczkowy", "item_compass_&_maps": "Kompas i mapy", "item_cooking_kit": "Zestaw kucharski\n", - "item_crimson_shot": "szkarłatna kula", + "item_crimson_shot": "Szkarłatna kula", "item_family_weapon": "Family Weapon", - "item_fine_armor": "Fine Armor", + "item_fine_armor": "Wyśmienity pancerz", "item_fine_bow_&_arrows": "Wyśmienity łuk i strzały", "item_fine_compass_&_maps": "Wyśmienity kompas i mapy", - "item_fine_hand_weapon": "Fine Hand Weapon", - "item_fine_heavy_armor": "Fine Heavy Armor", - "item_fine_heavy_weapon": "Fine Heavy Weapon", + "item_fine_hand_weapon": "Wyśmienita broń ręczna", + "item_fine_heavy_armor": "Wyśmienity ciężki pancerz", + "item_fine_heavy_weapon": "Wyśmienita broń ciężka", "item_fine_kit": "Fine Kit", - "item_fine_lenses": "Fine Lenses", - "item_fine_long_rifle": "Fine Long Rifle", - "item_fine_luxury_item": "Fine Luxury Item", - "item_fine_medic_kit": "Fine Medic Kit", - "item_fine_ornate_cloak": "Fine Ornate Cloak", + "item_fine_lenses": "Wyśmienita luneta", + "item_fine_long_rifle": "Wyśmienity karabin", + "item_fine_luxury_item": "Wyśmienity przedmiot luksusowy", + "item_fine_medic_kit": "Wyśmienity zestaw medyczny", + "item_fine_ornate_cloak": "Wyśmienity, zdobiony płaszcz", "item_fine_ornate_clock": "Fine Ornate Clock", - "item_fine_pistol": "Fine Pistol", + "item_fine_pistol": "Wyśmienity pistolet", "item_fine_reliquary": "Fine Reliquary", "item_fine_shield": "Fine Shield", "item_fine_tower_shield": "Fine Tower Shield", "item_fine_wrecking_kit": "Fine Wrecking Kit", "item_fitted_heavy_plate": "Fitted Heavy Plate", - "item_flare_gun": "Flare Gun", + "item_flare_gun": "Pistolet sygnałowy", "item_fresh_food": "Fresh Food", - "item_gun_maintenance_kit": "Gun Maintenance Kit", - "item_hand_weapon": "Hand Weapon", - "item_heavy_weapon": "Heavy Weapon", - "item_holy_symbol_of_mercy": "Holy Symbol of Mercy", + "item_gun_maintenance_kit": "Zestaw rusznikarski", + "item_hand_weapon": "Broń ręczna", + "item_heavy_weapon": "Broń Ciężka", + "item_holy_symbol_of_mercy": "Święty Znak Miłosierdzia", "item_large_weapon": "Large Weapon", - "item_lenses": "Lenses", - "item_mark_of_the_healing_god": "Mark of the Healing God", - "item_medic_kit": "Medic Kit", + "item_lenses": "Luneta", + "item_mark_of_the_healing_god": "Piętno Bogini Uzdrawiania", + "item_medic_kit": "Zestaw medyczny", "item_memento_of_home": "Memento of Home", - "item_musket": "Musket", + "item_musket": "Karabin", "item_naive_hope": "Naive Hope", "item_name": "Item name", - "item_oil": "Oil", - "item_pistol": "Pistol", + "item_oil": "Olej", + "item_pistol": "Pistolet", "item_reliquary": "Reliquary", "item_repair_kit": "Repair Kit", "item_shield": "Shield", @@ -466,22 +466,22 @@ "item_winter_clothing": "Winter Clothing", "item_wrecking_kit": "Wrecking Kit", "kind": "Kind", - "laborers": "Laborers", + "laborers": "Robotnicy", "legion_role": "Legion role", "less": "less", "less_effect": "Less effect", - "light": "Światło", - "light_items": "Light items", + "light": "Ekwipunek lekki", + "light_items": "Lekkie przedmioty", "lithe": "Lithe", - "load": "Load", + "load": "Obciążenie", "load_details": "Choose Light/Normal/Heavy, and 2 Utility.", "load_heavy_desc": "Slower. All Normal items and...", "load_light_desc": "Quieter/faster. All items below.", "load_normal_desc": "All Light items and...", "load_utility_desc": "Choose 2 load below.", - "long_term_assignments": "Long-Term Assignments", + "long_term_assignments": "Zlecenie długofalowe", "long_term_assignments_desc": "During campaign actions, spies may be given long-term assignments. Only 1 spy may be sent on each assignment. Roll 1d for trained spies (2d for masters). Advance according to results. 1-3: 1 tick, and the spy is wounded. 4/5: 2 ticks. 6: 3 ticks. crit: 5 ticks. A wounded spy that is wounded again dies.", - "look": "Look", + "look": "Wygląd", "lose_morale_1": "Missions. Penalties for failure or loss.", "lose_morale_2": "Materiel. Can’t pay supply (-1) or Food (-2).", "lose_morale_3": "Death. Whenever a soldier dies.", @@ -493,7 +493,7 @@ "lta_expand_network": "Expand Network", "lta_expand_network_complete": "Choose a new spy network advancement connected to any piece of the network you have.", "lta_expand_network_desc": "Take the time to build contacts, informants, and local resources in the area, and expand and hone your spies’ effectiveness.", - "lta_lay_trap": "Lay Trap", + "lta_lay_trap": "Rozstawienie pułapki", "lta_lay_trap_complete": "The next mission list will include an assault mission to attack a specific Lieutenant or Infamous.", "lta_lay_trap_desc": "Goad an undead with a known weakness or desire into exposing themselves to attack.", "lta_recruit": "Recruit", @@ -503,18 +503,18 @@ "lta_research_complete": "Learn all the special missions in a location, and if the Commander spends an intel to acquire one, you may pick which to do. If you move past the location, reset the clock.", "lta_research_desc": "Undercover spies research an area for high-reward missions.", "maimed": "Okaleczony", - "maneuver": "Maneuver", + "maneuver": "Manewrowanie", "maneuver_desc": "Maneuver into position and traverse obstacles; climb, swim, run, jump, and tumble; handle a pack animal; ride a mount.", - "marshal": "Marshal", + "marshal": "Musztrowanie", "marshal_desc": "Marshal a squad or larger group to action; command attention amidst chaos; coordinate fire on a target.", "master": "Master", - "materiel": "Materiel", + "materiel": "środki materiałowe", "materiel_details": "Each box of resources has 3 uses (circles) by default.", "medic_missions": "Assault and Religious Missions", "medium_morale": "Medium Morale", "mercies": "Mercies", - "mercy": "Mercy", - "miasma": "Miasma", + "mercy": "Miłosierny", + "miasma": "Miazmaty", "minus1d": "-1D", "mission_favor": "Mission Favor", "mission_type": "Mission Type", @@ -525,30 +525,30 @@ "name": "Nazwa", "need_help": "Need help", "nondescript": "Nondescript", - "normal": "Normal", - "normal_items": "Normal items", + "normal": "Ekwipunek zwykły", + "normal_items": "Zwykłe przedmioty", "notes": "Notes", "number_heritage_traits": "Number of heritage traits", "numberofdice": "Number of dice", - "obsessed": "Obsessed", + "obsessed": "Maniak", "officer_missions": "Religious and Supply Missions", "ok": "ok", - "one-eyed": "One-eyed", + "one-eyed": "Jednooki", "open_menu": "Open menu", - "optional": "optional", + "optional": "opcjonalnie", "opulent": "Opulent", "or": "—or—", "orite": "Orite", "orite_medical_alchemy": "Orite Medical Alchemy", "orite_traits": "Orite Traits", "other": "Other", - "panyar": "Panyar", + "panyar": "Panyanin", "panyar_traits": "Panyar Traits", - "paranoid": "Paranoid", - "personality": "Personality", + "paranoid": "Paranoik", + "personality": "Osobowość", "pick_one_kit": "Pick one: Medic, Climbing, Cooking, Repair, Soldier’s, or Wrecking.", - "playbook": "Playbook", - "playbook_ability_against_the_darkness": "Na Przekór Ciemnościom", + "playbook": "Księga legionisty", + "playbook_ability_against_the_darkness": "Na przekór ciemnościom", "playbook_ability_against_the_darkness_desc": "You and all squadmates that can see you gain +1d to resist fear and corruption.", "playbook_ability_akimbo": "Palba", "playbook_ability_akimbo_desc": "When dueling at close range with two pistols, gain potency.", @@ -566,71 +566,71 @@ "playbook_ability_chemist_desc": "You have training in Orite alchemical medicine. You may equip an Alchemical Bandolier on each mission.", "playbook_ability_cover_fire": "ogień osłonowy", "playbook_ability_cover_fire_desc": "If you set up someone with shoot or provide covering fire, they gain potency on their next action.", - "playbook_ability_crimson_shot": "szkarłatna kula", + "playbook_ability_crimson_shot": "Szkarłatna kula", "playbook_ability_crimson_shot_desc": "You’re authorized to bring one Crimson Seeker shell on missions. Firing it counts as a threat 4 attack, and you must mark a trauma.", - "playbook_ability_daredevil": "Daredevil", + "playbook_ability_daredevil": "Ryzykant", "playbook_ability_daredevil_desc": "When you make a desperate roll, gain +1d.", - "playbook_ability_devils_own_luck": "Devil’s Own Luck", + "playbook_ability_devils_own_luck": "Czarcie wsparcie", "playbook_ability_devils_own_luck_desc": "You gain +1d to all resistance rolls. This ability cannot be taken as a Veteran advance.", - "playbook_ability_doctor_feelgood": "Doctor Feelgood", + "playbook_ability_doctor_feelgood": "Diler", "playbook_ability_doctor_feelgood_desc": "Spend 1 use of Tonics to grant one person potency for a physical action.", "playbook_ability_eat_iron_shit_nails": "Eat Iron, Shit Nails", "playbook_ability_eat_iron_shit_nails_desc": "When you push yourself, you may ignore all harm penalties. Also take +1d to resist the consequence of any roll you pushed yourself on.", - "playbook_ability_elite": "Elite", + "playbook_ability_elite": "Fachowiec", "playbook_ability_elite_desc": "Gain mastery of 2 abilities (they can go up to rank 4).", "playbook_ability_every_inch_a": "Every inch a...", "playbook_ability_every_inch_a_desc": "You start with all the traits from your heritage. If taken as a Veteran advance, it must be the first ability selected at character creation.", - "playbook_ability_field_dressing": "Field Dressing", + "playbook_ability_field_dressing": "Rehabilitant", "playbook_ability_field_dressing_desc": "At the end of a mission you may expend remaining doctor uses to add 1 check to a Legionnaire’s level 2 or 3 harm, once per person.", - "playbook_ability_first_aid": "First Aid", + "playbook_ability_first_aid": "Sanitariusz", "playbook_ability_first_aid_desc": "You can spend 1 use of Tonics to remove appropriate level 1 harm from any one person on your mission.", - "playbook_ability_ghost": "Ghost", + "playbook_ability_ghost": "Duch", "playbook_ability_ghost_desc": "You can spend scrounge uses as special armor against traps or detection.", - "playbook_ability_gotta_make_it_out_alive": "Gotta Make it out Alive", + "playbook_ability_gotta_make_it_out_alive": "Wola przeżycia", "playbook_ability_gotta_make_it_out_alive_desc": "You can take 1 additional trauma before dying. When you promote, replace this ability with a level of Survivor. This ability cannot be taken as a Veteran advance.", - "playbook_ability_grenadier": "Grenadier", + "playbook_ability_grenadier": "Miner", "playbook_ability_grenadier_desc": "You have had explosives training and can always bring a grenade (1 load) or explosive charges (2 load) as part of your light load.", - "playbook_ability_hard_knocks": "Hard Knocks", + "playbook_ability_hard_knocks": "Twarda szkoła", "playbook_ability_hard_knocks_desc": "Mark 2 xp in any category at the end of any mission where you took level 2 harm or higher. This ability cannot be taken as a Veteran advance.", - "playbook_ability_hardened": "Hardened", + "playbook_ability_hardened": "Twardziele", "playbook_ability_hardened_desc": "You can mark 2 additional stress boxes.", "playbook_ability_home_cooking": "Home Cooking", "playbook_ability_home_cooking_desc": "If a mission takes multiple days, use your Fresh Food. Say what you cook. Everyone in the squad that partakes clears 1 stress. This ability cannot be taken as a Veteran advance.", "playbook_ability_infiltrator": "Infiltrator", "playbook_ability_infiltrator_desc": "When you gather info through clandestine observation, or attempt to bypass traps and security measures, gain potency.", - "playbook_ability_iron_will": "Iron Will", + "playbook_ability_iron_will": "Żelazna wola", "playbook_ability_iron_will_desc": "You can spend grit uses as special armor vs. fear, paralysis, corruption, and fatigue.", - "playbook_ability_jack_of_all_trades": "Jack of all Trades", + "playbook_ability_jack_of_all_trades": "Wszechstronność", "playbook_ability_jack_of_all_trades_desc": "Increase 2 zero-ranked skills to rank 1. This ability cannot be taken as a Veteran advance.", - "playbook_ability_just_a_kid": "Just a Kid", + "playbook_ability_just_a_kid": "Dzieciak", "playbook_ability_just_a_kid_desc": "When someone suffers harm when protecting you, they mark xp. When you promote, choose a second special ability from your new playbook to replace this one. This ability cannot be taken as a Veteran advance.", - "playbook_ability_lead_from_the_front": "Lead from the Front", + "playbook_ability_lead_from_the_front": "Frontowiec", "playbook_ability_lead_from_the_front_desc": "Whenever you lead a group action, improve scale up or down one level (for example: a small group counts as a medium group or an individual). If you lead a group action in combat, you may count multiple 6s from different rolls as a critical.", - "playbook_ability_like_the_wind": "Like the Wind", + "playbook_ability_like_the_wind": "Błyskawica", "playbook_ability_like_the_wind_desc": "Whenever there’s a question of who goes first, the answer is you. Also take +1d when resisting attacks with prowess.", - "playbook_ability_loaded_for_bear": "Loaded for Bear", + "playbook_ability_loaded_for_bear": "Tragarz", "playbook_ability_loaded_for_bear_desc": "When selecting load, you may select 4 utility load instead of 2.", - "playbook_ability_logistical_support": "Logistical Support", + "playbook_ability_logistical_support": "Logistyk", "playbook_ability_logistical_support_desc": "Channels uses can be spent to assist a squadmate. When you do this, they get an additional +1d. Tell us how your preparation or supplies help them against this threat or obstacle.", - "playbook_ability_mission_first": "Mission First", + "playbook_ability_mission_first": "Zadaniowiec", "playbook_ability_mission_first_desc": "Add the following to \"at the end of mission\" xp triggers: If anyone died under your command.", - "playbook_ability_moral_support": "Moral Support", + "playbook_ability_moral_support": "Dusza towarzystwa", "playbook_ability_moral_support_desc": "You know how to keep troop spirits up. Once a mission, if you tell a funny, personal, or meaningful story when the squad is resting, anyone listening may clear 1 stress.", - "playbook_ability_not_a_rookie_anymore": "Not a Rookie Anymore", + "playbook_ability_not_a_rookie_anymore": "Sacramentum militare", "playbook_ability_not_a_rookie_anymore_desc": "You are promoted! You become a Soldier. Gain 1 special ability and 1 rank of Grit. You must take this as your first playbook advance. This ability cannot be taken as a Veteran advance or a starting ability.", - "playbook_ability_not_today": "Not Today", + "playbook_ability_not_today": "Anioł stróż", "playbook_ability_not_today_desc": "You can spend a doctor use on a Legionnaire who has taken level 4 harm on a mission, but you must do so quickly before they die. You treat them and reduce the wound to level 3 harm instead.", - "playbook_ability_notches": "Notches", + "playbook_ability_notches": "Nacięcia", "playbook_ability_notches_desc": "If you land the killing blow on a threat 2 or higher opponent, mark 1 xp in any category.", - "playbook_ability_obedience": "Obedience", + "playbook_ability_obedience": "Ślepe posłuszeństwo", "playbook_ability_obedience_desc": "An NPC squadmate sacrifices themselves, on your orders. They die, and absorb all the harm for you or another Specialist from one attack. Remember that the Legion takes -1 morale each time this occurs.", - "playbook_ability_officer_school": "Officer School", + "playbook_ability_officer_school": "Absolwent", "playbook_ability_officer_school_desc": "You’re well educated and know arcane esoterica. Gain +1d when gathering info through research and when resisting with insight.", "playbook_ability_one_eye": "One Eye", "playbook_ability_one_eye_desc": "You’ve replaced an eye with an alchemical construct. You can see invisible targets clearly and identify supernatural forces.", - "playbook_ability_over_the_top": "Over the Top", + "playbook_ability_over_the_top": "Szturmowiec", "playbook_ability_over_the_top_desc": "When you charge into the teeth of an enemy that outnumbers or outguns you, clear 1 stress and take +1d to maneuver.", - "playbook_ability_panther-like_grace": "Panther-Like Grace", + "playbook_ability_panther-like_grace": "Kot", "playbook_ability_panther-like_grace_desc": "When you are quick and carrying no armor, any harm you take starts as 1 level lower.", "playbook_ability_ready_for_anything": "Ready for Anything", "playbook_ability_ready_for_anything_desc": "When being ambushed, your flashbacks cost 0 stress and you gain potency to all actions during those flashbacks. You also take 1 less level of harm on secondary missions.", @@ -658,11 +658,11 @@ "playbook_ability_war_machine_desc": "When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman — reduce the threat level of all the enemies you’re facing by one.", "playbook_ability_weaponmaster": "Weaponmaster", "playbook_ability_weaponmaster_desc": "You’re known as a Weaponmaster even outside the Legion. When you push yourself, you also gain potency in melee combat.", - "playbook_heavy": "Heavy", + "playbook_heavy": "Ciężkozbrojny", "playbook_heavy_promo_req": "(2 skirmish, 1 wreck)", - "playbook_medic": "Medic", + "playbook_medic": "Felczer", "playbook_medic_promo_req": "(2 research, 1 maneuver, 1 consort, 1 discipline)", - "playbook_officer": "Officer", + "playbook_officer": "Centurion", "playbook_officer_promo_req": "(1 discipline, 2 sway)", "playbook_other": "Other", "playbook_rookie": "Rookie", @@ -672,7 +672,7 @@ "playbook_sniper_promo_req": "(1 scout, 2 shoot)", "playbook_soldier": "Soldier", "plus_1_resist": "+1 resist", - "position": "Position", + "position": "Położenie", "precise": "Precise", "prepared": "Prepared", "pressure": "Pressure", @@ -705,8 +705,8 @@ "rig_desc": "Rig together mechanical solutions; disable, repair, or create mechanisms; disable a trap, pick a lock; build fortifications; repair siege weapons.", "risky": "Risky", "role_commander": "Legat", - "role_lorekeeper": "Lorekeeper", - "role_marshal": "Marshal", + "role_lorekeeper": "Kronikarz", + "role_marshal": "Trybun", "role_quartermaster": "Quartermaster", "role_spymaster": "Spymaster", "roll_fortune": "Roll Fortune", @@ -782,7 +782,7 @@ "spy_network_field_assignment_desc": "You may ask 1 additional question when you interrogate.", "spy_network_holy_orders": "Holy Orders", "spy_network_holy_orders_desc": "augumented religious missions give +1 asset beyond the usual rewards.", - "spy_network_investments": "Investments", + "spy_network_investments": "Zaangażowanie", "spy_network_investments_desc": "Spies roll +1d on expand network assignments.", "spy_network_mercenaries": "Mercenaries", "spy_network_mercenaries_desc": "augumented assault missions give +1 morale beyond the usual rewards.", @@ -825,15 +825,15 @@ "trait_bold_desc": "+1d to resist on desperate actions.", "trait_connected": "Connected", "trait_connected_desc": "+1 sway (max 3).", - "trait_educated": "Educated", + "trait_educated": "Inteligent", "trait_educated_desc": "+1 research (max 2)", - "trait_loyal": "Loyal", + "trait_loyal": "Lojalista", "trait_loyal_desc": "+1d in group actions.", - "trait_marked": "Marked", + "trait_marked": "Naznaczony", "trait_marked_desc": "+2d to resist corruption.", - "trait_noble": "Noble", + "trait_noble": "Szlachcic", "trait_noble_desc": "Boost 1 campaign action for you.", - "trait_pious": "Pious", + "trait_pious": "Gorliwiec", "trait_pious_desc": "Always equip a Reliquary.", "trait_shrewd": "Shrewd", "trait_shrewd_desc": "+1d to insight resist.", diff --git a/BattleTech-A-Time-of-War/.gitignore b/BattleTech-A-Time-of-War/.gitignore new file mode 100644 index 0000000000..13cd983a9c --- /dev/null +++ b/BattleTech-A-Time-of-War/.gitignore @@ -0,0 +1,4 @@ +node_modules/ +coverage/ +.idea +output/ \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/BattleTech-A-Time-of-War.html b/BattleTech-A-Time-of-War/BattleTech-A-Time-of-War.html index 6d8c7101e9..3addec12d8 100644 --- a/BattleTech-A-Time-of-War/BattleTech-A-Time-of-War.html +++ b/BattleTech-A-Time-of-War/BattleTech-A-Time-of-War.html @@ -762,29 +762,7 @@ \ No newline at end of file + diff --git a/BattleTech-A-Time-of-War/README.md b/BattleTech-A-Time-of-War/README.md new file mode 100644 index 0000000000..b8ac3330a4 --- /dev/null +++ b/BattleTech-A-Time-of-War/README.md @@ -0,0 +1,18 @@ +# BattleTech - A Time of War Character Sheet + +## Development Notes + +The character sheet for BattleTech - A Time of War is not as straightforward as other character sheets. However, it is hopefully easier to develop. + +Since the majority of IDEs recognise a file based on its file extension, having the sheet worker JavaScript in the same HTML file as the character sheet results in the IDE not being able to give you any help with your JavaScript code. To rectify this problem, the sheet worker code has been pulled out into multiple separate JavaScript files. The main file is the [sheet-worker.js](https://github.com/Roll20/roll20-character-sheets/blob/master/BattleTech-A-Time-of-War/development/src/sheet-worker.js) file, with other separate files for the different pieces of functionality. All changes to the sheet worker code should be made to these files. + +Once your changes have been made, there are two steps you need to do before committing. You'll need a few programs as well. + +1. [npm](https://www.npmjs.com/get-npm) +2. [Python](https://www.python.org/downloads/) + +Once npm is installed, run `npm -i` in the development directory to install the libraries needed. + +After making your code changes: +1. Run `npm test` in the development directory to automatically run the unit tests. If any of the tests fail, check your changes; you must have made a mistake in your code. +2. Run `python3 main.py` in the pre-commit-script directory. This will combine all the JavaScript into a single file, then insert the JavaScript into the character sheet HTML file. \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/.eslintrc b/BattleTech-A-Time-of-War/development/.eslintrc index 597ff9f5f9..e765e28d41 100644 --- a/BattleTech-A-Time-of-War/development/.eslintrc +++ b/BattleTech-A-Time-of-War/development/.eslintrc @@ -1,10 +1,25 @@ { "extends": "eslint:recommended", "env": { - "es6": true + "browser": true, + "es6": true, + "node": true + }, + "globals": { + "getAttrs": "readonly", + "getSectionIDs": "readonly", + "on": "readonly", + "setAttrs": "readonly" }, "parserOptions": { - "ecmaVersion": 6 + "sourceType": "module" }, - "rules": {} + "rules": { + "no-unused-vars": [ + "error", + { + "argsIgnorePattern": "_" + } + ] + } } \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/.jsbeautifyrc b/BattleTech-A-Time-of-War/development/.jsbeautifyrc deleted file mode 100644 index 9c3d8bfcbd..0000000000 --- a/BattleTech-A-Time-of-War/development/.jsbeautifyrc +++ /dev/null @@ -1,3 +0,0 @@ -{ - "jslint_happy": true -} \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/.jshintrc b/BattleTech-A-Time-of-War/development/.jshintrc new file mode 100644 index 0000000000..a16e8172c1 --- /dev/null +++ b/BattleTech-A-Time-of-War/development/.jshintrc @@ -0,0 +1,13 @@ +{ + "asi": true, + "esversion": 6, + "freeze": true, + "futurehostile": true, + "nocomma": true, + "nonbsp": true, + "nonew": true, + "singleGroups": true, + "trailingcomma": true, + "unused": false, + "varstmt": true +} \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/babel.config.json b/BattleTech-A-Time-of-War/development/babel.config.json new file mode 100644 index 0000000000..463dee014b --- /dev/null +++ b/BattleTech-A-Time-of-War/development/babel.config.json @@ -0,0 +1,17 @@ +{ + "presets": [ + [ + "@babel/env", + { + "targets": { + "edge": "17", 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+ } + } + } +} diff --git a/BattleTech-A-Time-of-War/development/package.json b/BattleTech-A-Time-of-War/development/package.json new file mode 100644 index 0000000000..8211335f4e --- /dev/null +++ b/BattleTech-A-Time-of-War/development/package.json @@ -0,0 +1,24 @@ +{ + "name": "battletech-a-time-of-war", + "version": "1.0.0", + "description": "Character sheet for Roll20 for the A Time of War TTRPG system.", + "main": "sheet-worker.js", + "type": "module", + "scripts": { + "test": "jest --silent --coverage", + "compile": "npx rollup src/sheet-worker.js --file output/sheet-worker.js --format cjs" + }, + "author": "", + "license": "ISC", + "devDependencies": { + "@babel/cli": "^7.12.8", + "@babel/core": "^7.12.9", + "@babel/polyfill": "^7.12.1", + "@babel/preset-env": "^7.12.7", + "@rollup/plugin-babel": "^5.2.2", + "babelrc-rollup": "^3.0.0", + "eslint": "^7.15.0", + "jest": "^26.6.3", + "rollup": "^2.35.1" + } +} diff --git a/BattleTech-A-Time-of-War/development/sheet-worker.js b/BattleTech-A-Time-of-War/development/sheet-worker.js deleted file mode 100644 index a4c0f5f700..0000000000 --- a/BattleTech-A-Time-of-War/development/sheet-worker.js +++ /dev/null @@ -1,1019 +0,0 @@ -// run any data migrations -on("sheet:opened", () => { - sheetMigration(); - - getAttrs(["btatow_sheet_version"], ({ - btatow_sheet_version - }) => { - if (btatow_sheet_version >= 3) { - recalculateSkills(); - } - }); -}); - -const recalculateSkills = () => { - getSectionIDs("skills", ids => { - ids.forEach(id => getAttrs(["repeating_skills_" + id + "_skill_xp"], values => { - skillXPChanged({ - newValue: values["repeating_skills_" + id + "_skill_xp"], - id - }) - })); - }); -} - -const STRENGTH_XP = "strength_xp"; -const BODY_XP = "body_xp"; -const REFLEX_XP = "reflex_xp"; -const DEXTERITY_XP = "dexterity_xp"; -const INTELLIGENCE_XP = "intelligence_xp"; -const WILL_XP = "will_xp"; -const CHARISMA_XP = "charisma_xp"; -const EDGE_XP = "edge_xp"; - -const STRENGTH_LINK = "strength_link"; -const BODY_LINK = "body_link"; -const REFLEX_LINK = "reflex_link"; -const DEXTERITY_LINK = "dexterity_link"; -const INTELLIGENCE_LINK = "intelligence_link"; -const WILL_LINK = "will_link"; -const CHARISMA_LINK = "charisma_link"; -const EDGE_LINK = "edge_link"; - -// calculate stat values when XP amount changes -on("change:strength_xp change:body_xp change:reflex_xp change:dexterity_xp change:intelligence_xp change:will_xp change:charisma_xp change:edge_xp", ({ - sourceAttribute, - newValue -}) => { - attributeValue = Math.floor(newValue / 100); - attributeLinkedValue = calculateLinkedAttributeValue(attributeValue); - - let attributesToSet = {}; - - switch (sourceAttribute) { - case STRENGTH_XP: - attributesToSet = { - strength: attributeValue, - strength_link: attributeLinkedValue - }; - break; - case BODY_XP: - attributesToSet = { - body: attributeValue, - body_link: attributeLinkedValue - }; - break; - case REFLEX_XP: - attributesToSet = { - reflex: attributeValue, - reflex_link: attributeLinkedValue - }; - break; - case DEXTERITY_XP: - attributesToSet = { - dexterity: attributeValue, - dexterity_link: attributeLinkedValue - }; - break; - case INTELLIGENCE_XP: - attributesToSet = { - intelligence: attributeValue, - intelligence_link: attributeLinkedValue - }; - break; - case WILL_XP: - attributesToSet = { - will: attributeValue, - will_link: attributeLinkedValue - }; - break; - case CHARISMA_XP: - attributesToSet = { - charisma: attributeValue, - charisma_link: attributeLinkedValue - }; - break; - case EDGE_XP: - attributesToSet = { - edge: attributeValue, - edge_link: attributeLinkedValue - }; - break; - default: - console.error("unknown attribute type passed in to basic attribute on change function"); - return; - } - - setAttrs(attributesToSet, {}, recalculateSkills) -}); - -function calculateLinkedAttributeValue(attribute) { - if (attribute > 10) { - return Math.floor(attribute / 3); - } else { - if (attribute < 1) - return -4; - else if (attribute < 2) - return -2; - else if (attribute < 4) - return -1; - else if (attribute < 7) - return 0; - else if (attribute < 10) - return 1; - else - return 2; - } -} - -on("change:repeating_skills:skill change:repeating_skills:sub_skill", _ => { - getAttrs(["repeating_skills_skill_xp"], ({ - repeating_skills_skill_xp - }) => { - skillXPChanged({ - newValue: repeating_skills_skill_xp - }); - }); -}); - -// calculate skill modifiers when skill xp changes -on("change:repeating_skills:skill_xp", skillXPChanged) - -// recalculate all skills when learning speed modifier changes -on("change:learning_speed", recalculateSkills) - -function skillXPChanged({ - id, - newValue -}) { - const tieredSkills = [ - "art", - "computers", - "interest", - "martial", - "melee", - "prestidigitation" - ]; - - // When the sheet is opened, or data migrations are run, the skills are retrieved via ID, and thus must have their - // ID included in the attribute name when setting attributes. - const skillId = id !== undefined ? id + "_" : "" - - const skill = "repeating_skills_" + skillId + "skill"; - const skillLevel = "repeating_skills_" + skillId + "skill_level"; - const subSkillAttrName = "repeating_skills_" + skillId + "sub_skill"; - - getAttrs([skill, subSkillAttrName, "learning_speed"], values => { - const skillName = values[skill] - const skillNameLookupKey = skillName.split("_")[0] - const subSkill = values[subSkillAttrName] - - let skillAttributesToSet = {}; - - skillAttributesToSet[skillLevel] = calculateSkillLevel(Number(newValue), values.learning_speed); - - const skillData = getSkill( - skillNameLookupKey, - skillAttributesToSet[skillLevel], - tieredSkills.includes(skillNameLookupKey) - ); - - skillAttributesToSet["repeating_skills_" + skillId + "skill_tnc"] = skillData.targetNumber + "/" + skillData.complexity; - skillAttributesToSet["repeating_skills_" + skillId + "target_number"] = skillData.targetNumber; - - getAttrs(skillData.linkedAttributes, values => { - skillAttributesToSet["repeating_skills_" + skillId + "skill_modifier"] = Object.values(values) - .reduce((total, num) => Number(total) + Number(num)) + Number(skillAttributesToSet[skillLevel]); - - skillAttributesToSet["repeating_skills_" + skillId + "skill_linked_attributes"] = skillData.linkedAttributes - .map(linkAtr => getLinkedAttributeDisplayName(linkAtr) + " (" + values[linkAtr] + ")") - .join(" + "); - - skillAttributesToSet["repeating_skills_" + skillId + "skill_roll_value"] = - getSkillDisplayName(skillData, skillName, subSkill) + " Skill Check:\n" + - "Margin of Success: [[2d6 + @{skill_modifier}[MOD] - @{target_number}[TN]]]"; - - setAttrs(skillAttributesToSet, {}, () => {}); - }); - }); -} - -function calculateSkillLevel(skillXP, learningSpeedModifier) { - skillXP = Number(skillXP); - learningSpeedModifier = Number(learningSpeedModifier); - - if (skillXP < (30 + (learningSpeedModifier * 3))) { - return 0; - } - - if (skillXP >= (570 + (learningSpeedModifier * 57))) { - return 10; - } - - let currentSkillXP = skillXP - (20 + (learningSpeedModifier * 2)); - - for (i = 1; i < 11; i++) { - if (currentSkillXP < i * (10 + learningSpeedModifier)) { - return i - 1; - } - - currentSkillXP -= (i * (10 + learningSpeedModifier)); - } - - console.error("should never hit this line, this means the skill XP is not less than level 1, not greater than level 10, but also not within a level range."); - return undefined; -} - -function getSkillDisplayName(skill, skillDisplayNameKey, subSkill) { - if (skill.subSkills === true) { - return skill.displayName[skillDisplayNameKey] + "/" + subSkill; - } - - if (typeof subSkill === "string" && subSkill != "") { - return skill.displayName[skillDisplayNameKey] + " (" + subSkill + ")"; - } - - return skill.displayName[skillDisplayNameKey]; -} - -const skillsList = { - "acrobatics": { - "linkedAttributes": [REFLEX_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "acrobatics_free_fall": "Acrobatics/Free-Fall", - "acrobatics_gymnastics": "Acrobatics/Gymnastics" - } - }, - "acting": { - "linkedAttributes": [CHARISMA_LINK], - "targetNumber": 8, - "complexity": "CB", - "subSkills": false, - "displayName": { - "acting": "Acting" - } - }, - "administration": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "administration": "Administration" - } - }, - "animal": { - "linkedAttributes": [WILL_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "animal_handling_herding": "Animal Handling/Herding", - "animal_handling_riding": "Animal Handling/Riding", - "animal_handling_training": "Animal Handling/Training" - } - }, - "appraisal": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 8, - "complexity": "CB", - "subSkills": false, - "displayName": { - "appraisal": "Appraisal" - } - }, - "archery": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "archery": "Archery" - } - }, - "artillery": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "artillery": "Artillery" - } - }, - "career": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": true, - "displayName": { - "career": "Career" - } - }, - "climbing": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "climbing": "Climbing" - } - }, - "communications": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "communications_black_box": "Communications/Black Box", - "communications_conventional_em": "Communications/Conventional (EM)", - "communications_hyperpulse_generator": "Communications/Hyperpulse Generator" - } - }, - "cryptography": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "cryptography": "Cryptography" - } - }, - "demolitions": { - "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "demolitions": "Demolitions" - } - }, - "disguise": { - "linkedAttributes": [CHARISMA_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "disguise": "Disguise" - } - }, - "driving": { - "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "driving_ground_vehicles": "Driving/Ground Vehicles", - "driving_rail_vehicles": "Driving/Rail Vehicles", - "driving_sea_vehicles": "Driving/Sea Vehicles" - } - }, - "escape": { - "linkedAttributes": [STRENGTH_LINK, DEXTERITY_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "escape_artist": "Escape Artist" - } - }, - "forgery": { - "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "forgery": "Forgery" - } - }, - "gunnery": { - "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "gunnery_aerospace": "Gunnery/Aerospace", - "gunnery_air_vehicle": "Gunnery/Air Vehicle", - "gunnery_battlesuit": "Gunnery/Battlesuit", - "gunnery_ground_vehicle": "Gunnery/Ground Vehicle", - "gunnery_mech": "Gunnery/'Mech", - "gunnery_protomech": "Gunnery/ProtoMech", - "gunnery_sea_vehicle": "Gunnery/Sea Vehicle", - "gunnery_spacecraft": "Gunnery/Spacecraft", - "gunnery_turret": "Gunnery/Turret" - } - }, - "interrogation": { - "linkedAttributes": [WILL_LINK, CHARISMA_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "interrogation": "Interrogation" - } - }, - "investigation": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "investigation": "Investigation" - } - }, - "language": { - "linkedAttributes": [INTELLIGENCE_LINK, CHARISMA_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": true, - "displayName": { - "language": "Language" - } - }, - "leadership": { - "linkedAttributes": [WILL_LINK, CHARISMA_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "leadership": "Leadership" - } - }, - "medtech": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "medtech_general": "MedTech/General", - "medtech_veterinary": "MedTech/Veterinary" - } - }, - "navigation": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "navigation_air": "Navigation/Air", - "navigation_ground": "Navigation/Ground", - "navigation_kf_jump": "Navigation/K-F Jump", - "navigation_sea": "Navigation/Sea", - "navigation_space": "Navigation/Space" - } - }, - "negotiation": { - "linkedAttributes": [CHARISMA_LINK], - "targetNumber": 8, - "complexity": "CB", - "subSkills": false, - "displayName": { - "negotiation": "Negotiation" - } - }, - "perception": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "perception": "Perception" - } - }, - "piloting": { - "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "piloting_aerospace": "Piloting/Aerospace", - "piloting_air_vehicle": "Piloting/Air Vehicle", - "piloting_battlesuit": "Piloting/Battlesuit", - "piloting_ground_vehicle": "Piloting/Ground Vehicle", - "piloting_mech": "Piloting/'Mech", - "piloting_protomech": "Piloting/ProtoMech", - "piloting_rail_vehicle": "Piloting/Rail Vehicle", - "piloting_sea_vehicle": "Piloting/Sea Vehicle", - "piloting_spacecraft": "Piloting/Spacecraft" - } - }, - "protocol": { - "linkedAttributes": [WILL_LINK, CHARISMA_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": true, - "displayName": { - "protocol": "Protocol" - } - }, - "running": { - "linkedAttributes": [REFLEX_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "running": "Running" - } - }, - "science": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": true, - "displayName": { - "science": "Science" - } - }, - "security": { - "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "security_systems_electronic": "Security Systems/Electronic", - "security_systems_mechanical": "Security Systems/Mechanical" - } - }, - "sensor": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "sensor_operations": "Sensor Operations" - } - }, - "small": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "small_arms": "Small Arms" - } - }, - "stealth": { - "linkedAttributes": [REFLEX_LINK, INTELLIGENCE_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "stealth": "Stealth" - } - }, - "strategy": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "strategy": "Strategy" - } - }, - "streetwise": { - "linkedAttributes": [CHARISMA_LINK], - "targetNumber": 8, - "complexity": "CB", - "subSkills": true, - "displayName": { - "streetwise": "Streetwise" - } - }, - "support": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "support_weapons": "Support Weapons" - } - }, - "surgery": { - "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "surgery_general": "Surgery/General", - "surgery_veterinary": "Surgery/Veterinary" - } - }, - "survival": { - "linkedAttributes": [BODY_LINK, INTELLIGENCE_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": true, - "displayName": { - "survival": "Survival" - } - }, - "swimming": { - "linkedAttributes": [STRENGTH_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "swimming": "Swimming" - } - }, - "tactics": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "tactics_air": "Tactics/Air", - "tactics_infantry": "Tactics/Infantry", - "tactics_land": "Tactics/Land", - "tactics_sea": "Tactics/Sea", - "tactics_space": "Tactics/Space" - } - }, - "technician": { - "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "technician_aeronautics": "Technician/Aeronautics", - "technician_cybernetics": "Technician/Cybernetics", - "technician_electronic": "Technician/Electronic", - "technician_jets": "Technician/Jets", - "technician_mechanical": "Technician/Mechanical", - "technician_myomer": "Technician/Myomer", - "technician_nuclear": "Technician/Nuclear", - "technician_weapons": "Technician/Weapons" - } - }, - "thrown": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "thrown_weapons_blades": "Thrown Weapons/Blades", - "thrown_weapons_blunt_weapons": "Thrown Weapons/Blunt Weapons" - } - }, - "tracking": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "tracking_urban": "Tracking/Urban", - "tracking_wilds": "Tracking/Wilds" - } - }, - "training": { - "linkedAttributes": [INTELLIGENCE_LINK, CHARISMA_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "training": "Training" - } - }, - "zero": { - "linkedAttributes": [REFLEX_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "zero_g_operations": "Zero-G Operations" - } - } -}; - -const tieredSkillsBasic = { - "art": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 8, - "complexity": "CB", - "subSkills": true, - "displayName": { - "art": "Art" - } - }, - "computers": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 8, - "complexity": "CB", - "subSkills": false, - "displayName": { - "computers": "Computers" - } - }, - "interest": { - "linkedAttributes": [INTELLIGENCE_LINK], - "targetNumber": 8, - "complexity": "CB", - "subSkills": true, - "displayName": { - "interest": "Interest" - } - }, - "martial": { - "linkedAttributes": [REFLEX_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "martial_arts": "Martial Arts" - } - }, - "melee": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "melee_weapons": "Melee Weapons" - } - }, - "prestidigitation": { - "linkedAttributes": [DEXTERITY_LINK], - "targetNumber": 7, - "complexity": "SB", - "subSkills": false, - "displayName": { - "prestidigitation_pick_pocket": "Prestidigitation/Pick Pocket", - "prestidigitation_quickdraw": "Prestidigitation/Quickdraw", - "prestidigitation_sleight_of_hand": "Prestidigitation/Sleight of Hand" - } - } -}; - -const tieredSkillsAdvanced = { - "art": { - "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": true, - "displayName": { - "art": "Art" - } - }, - "computers": { - "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": false, - "displayName": { - "computers": "Computers" - } - }, - "interest": { - "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK], - "targetNumber": 9, - "complexity": "CA", - "subSkills": true, - "displayName": { - "interest": "Interest" - } - }, - "martial": { - "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "martial_arts": "Martial Arts" - } - }, - "melee": { - "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "melee_weapons": "Melee Weapons" - } - }, - "prestidigitation": { - "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK], - "targetNumber": 8, - "complexity": "SA", - "subSkills": false, - "displayName": { - "prestidigitation_pick_pocket": "Prestidigitation/Pick Pocket", - "prestidigitation_quickdraw": "Prestidigitation/Quickdraw", - "prestidigitation_sleight_of_hand": "Prestidigitation/Sleight of Hand" - } - } -}; - -function getSkill(skillName, skillLevel, tieredSkill) { - skillName = String(skillName); - skillLevel = Number(skillLevel); - - if (tieredSkill) { - if (skillLevel <= 3) { - return tieredSkillsBasic[skillName] - } else { - return tieredSkillsAdvanced[skillName] - } - } else { - return skillsList[skillName] - } -} - -function getLinkedAttributeDisplayName(linkedAttributeName) { - const linkedAttributeDisplayNames = {}; - linkedAttributeDisplayNames[STRENGTH_LINK] = "STR"; - linkedAttributeDisplayNames[BODY_LINK] = "BOD"; - linkedAttributeDisplayNames[REFLEX_LINK] = "RFL"; - linkedAttributeDisplayNames[DEXTERITY_LINK] = "DEX"; - linkedAttributeDisplayNames[INTELLIGENCE_LINK] = "INT"; - linkedAttributeDisplayNames[WILL_LINK] = "WIL"; - linkedAttributeDisplayNames[CHARISMA_LINK] = "CHA"; - linkedAttributeDisplayNames[EDGE_LINK] = "EDG"; - - return linkedAttributeDisplayNames[linkedAttributeName]; -} - -function sheetMigration() { - console.log("Running sheet data migration"); - - let sheetVersionAttributeName = "btatow_sheet_version"; - let currentVersion = 3; - - getAttrs([sheetVersionAttributeName], sheetVersionAttribute => { - let sheetVersion = Number(sheetVersionAttribute[sheetVersionAttributeName]) - // Check if we should do the migration - if (isNaN(sheetVersion)) { - console.error("No sheet version defined, unable to determine if sheet data needs to be migrated."); - return; - } - - if (sheetVersion === currentVersion) { - console.log("No migration needed"); - return; - } - - switch (sheetVersion) { - case 1: - migrateFrom1To2(); - break; - case 2: - migrateFrom2To3(); - break; - default: - break; - } - }); -} - -// Migrate attribute data from version 1 to version 2 -function migrateFrom1To2() { - const oldAttributeNames = [ - "STRXP", - "BODXP", - "RFLXP", - "DEXXP", - "INTXP", - "WILXP", - "CHAXP", - "EDGXP" - ]; - const newAttributeNames = [ - "strength_xp", - "body_xp", - "reflex_xp", - "dexterity_xp", - "intelligence_xp", - "will_xp", - "charisma_xp", - "edge_xp" - ]; - - let newAttributes = {}; - - console.log("Starting migration from version 1 to version 2."); - - getAttrs(oldAttributeNames, attributes => { - console.debug("Attributes fetched: " + JSON.stringify(attributes)); - for (let i = 0; i < oldAttributeNames.length; i++) { - if (attributes[oldAttributeNames[i]] !== undefined) { - console.debug("Attributes[" + oldAttributeNames[i] + "]: " + attributes[oldAttributeNames[i]]); - newAttributes[newAttributeNames[i]] = attributes[oldAttributeNames[i]]; - } - } - - console.debug("New attributes: " + JSON.stringify(newAttributes)); - - setAttrs(newAttributes, {}, () => { - setAttrs({ - btatow_sheet_version: "2" - }, {}, () => { - console.log("Sheet data migration completed"); - }); - }); - }); -} - -// Migrate skills data from version 2 to version 3 -function migrateFrom2To3() { - console.log("Starting migration from version 2 to version 3."); - - getSectionIDs("skills", ids => { - let skillsUpdated = 0; - - ids.forEach(id => { - const oldSkillDataNames = { - skill: "repeating_skills_" + id + "_skill", - subSkill: "repeating_skills_" + id + "_skillNotes", - xp: "repeating_skills_" + id + "_skillXP" - }; - const newSkillDataNames = { - skill: "repeating_skills_" + id + "_skill", - subSkill: "repeating_skills_" + id + "_sub_skill", - xp: "repeating_skills_" + id + "_skill_xp" - }; - getAttrs(Object.values(oldSkillDataNames), oldSkillValues => { - const oldSkillName = oldSkillValues[oldSkillDataNames.skill]; - const oldSkillSubSkillName = oldSkillValues[oldSkillDataNames.subSkill]; - - if (oldSkillName === undefined || oldSkillValues[oldSkillDataNames.xp] === undefined) { - console.error("Old skill data is missing values, unable to migrate.\n" + JSON.stringify(oldSkillValues)); - skillsUpdate++; - return; - } - - let parsedSkillName = oldSkillName.toLowerCase() - .replace(" ", "_") - .replace("-", "_"); - - const skillFirstName = parsedSkillName.split("_")[0]; - - let skillData = {}; - const newSkillValues = {}; - - if (skillFirstName in skillsList) { - skillData = skillsList[skillFirstName]; - } else if (skillFirstName in tieredSkillsBasic) { - skillData = tieredSkillsBasic[skillFirstName]; - } else if (skillFirstName.substring(0, skillFirstName.length - 1) in tieredSkillsBasic) { - skillData = tieredSkillsBasic[skillFirstName.substring(0, skillFirstName.length - 1)]; - parsedSkillName = parsedSkillName.substring(0, parsedSkillName.length - 1); - } else { - console.error("Unable to migrate skill data. Old values are: " + JSON.stringify(oldSkillValues)); - skillsUpdated++; - return; - } - - let skillName = ""; - let displaySubSkill = true; - - if (parsedSkillName in skillData.displayName) { - skillName = parsedSkillName; - } else if (parsedSkillName.substring(0, parsedSkillName.length - 1) in skillData.displayName) { - skillName = parsedSkillName.substring(0, parsedSkillName.length - 1); - } else if (oldSkillSubSkillName === undefined) { - console.error("Unable to identify skill. Old skill name: " + oldSkillName); - skillsUpdated++; - return; - } else { - const parsedSubSkillName = oldSkillSubSkillName.trim() - .replace("\'", "") - .replace("`", "") - .replace("-", "_") - .replace("/", "_") - .toLowerCase(); - - const skillWithSubSkill = parsedSkillName + "_" + parsedSubSkillName; - - if (skillWithSubSkill in skillData.displayName) { - skillName = skillWithSubSkill; - displaySubSkill = false; - } else { - console.error("Unable to identify skill. Old skill name and notes: " + oldSkillName + " " + oldSkillSubSkillName); - skillsUpdated++; - return; - } - } - - newSkillValues[newSkillDataNames.skill] = skillName; - if (displaySubSkill && oldSkillSubSkillName !== undefined) { - newSkillValues[newSkillDataNames.subSkill] = oldSkillSubSkillName; - } - newSkillValues[newSkillDataNames.xp] = oldSkillValues[oldSkillDataNames.xp]; - - setAttrs(newSkillValues, {}, () => { - skillsUpdated++; - - if (skillsUpdated === ids.length) { - setAttrs({ - btatow_sheet_version: 3 - }, {}, () => { - console.log("Sheet migrated from version 2 to version 3."); - recalculateSkills(); - }); - } - }); - }); - }); - }); -} \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/src/attributes.js b/BattleTech-A-Time-of-War/development/src/attributes.js new file mode 100644 index 0000000000..4297bd8f01 --- /dev/null +++ b/BattleTech-A-Time-of-War/development/src/attributes.js @@ -0,0 +1,133 @@ +const STRENGTH_XP = "strength_xp" +const BODY_XP = "body_xp" +const REFLEX_XP = "reflex_xp" +const DEXTERITY_XP = "dexterity_xp" +const INTELLIGENCE_XP = "intelligence_xp" +const WILL_XP = "will_xp" +const CHARISMA_XP = "charisma_xp" +const EDGE_XP = "edge_xp" + +export const STRENGTH_LINK = "strength_link" +export const BODY_LINK = "body_link" +export const REFLEX_LINK = "reflex_link" +export const DEXTERITY_LINK = "dexterity_link" +export const INTELLIGENCE_LINK = "intelligence_link" +export const WILL_LINK = "will_link" +export const CHARISMA_LINK = "charisma_link" +const EDGE_LINK = "edge_link" + +export const linkedAttributeDisplayNames = { + STRENGTH_LINK: "STR", + BODY_LINK: "BOD", + REFLEX_LINK: "RFL", + DEXTERITY_LINK: "DEX", + INTELLIGENCE_LINK: "INT", + WILL_LINK: "WIL", + CHARISMA_LINK: "CHA", + EDGE_LINK: "EDG", +} + +export const calculateAbilityScore = ({ + sourceAttribute, + newValue +}) => { + if (typeof newValue !== "number") { + console.error("Expected numerical value for attribute [ " + sourceAttribute + " ] but got [ " + newValue + " ]") + return undefined + } + + const attributeValue = Math.floor(newValue / 100) + const attributeLinkedValue = calculateLinkedAttributeValue(attributeValue) + + let attribute + + switch (sourceAttribute) { + case STRENGTH_XP: + attribute = { + name: "strength", + value: attributeValue, + linkName: STRENGTH_LINK, + linkValue: attributeLinkedValue, + } + break + case BODY_XP: + attribute = { + name: "body", + value: attributeValue, + linkName: BODY_LINK, + linkValue: attributeLinkedValue, + } + break + case REFLEX_XP: + attribute = { + name: "reflex", + value: attributeValue, + linkName: REFLEX_LINK, + linkValue: attributeLinkedValue, + } + break + case DEXTERITY_XP: + attribute = { + name: "dexterity", + value: attributeValue, + linkName: DEXTERITY_LINK, + linkValue: attributeLinkedValue, + } + break + case INTELLIGENCE_XP: + attribute = { + name: "intelligence", + value: attributeValue, + linkName: INTELLIGENCE_LINK, + linkValue: attributeLinkedValue, + } + break + case WILL_XP: + attribute = { + name: "will", + value: attributeValue, + linkName: WILL_LINK, + linkValue: attributeLinkedValue, + } + break + case CHARISMA_XP: + attribute = { + name: "charisma", + value: attributeValue, + linkName: CHARISMA_LINK, + linkValue: attributeLinkedValue, + } + break + case EDGE_XP: + attribute = { + name: "edge", + value: attributeValue, + linkName: EDGE_LINK, + linkValue: attributeLinkedValue, + } + break + default: + console.error("unknown attribute type passed in to basic attribute on change function") + } + + return attribute +} + +export const calculateLinkedAttributeValue = attribute => { + if (attribute > 10) { + return Math.floor(attribute / 3) + } else { + if (attribute < 1) + return -4 + else if (attribute < 2) + return -2 + else if (attribute < 4) + return -1 + else if (attribute < 7) + return 0 + else if (attribute < 10) + return 1 + else + return 2 + } +} \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/src/domain/skills/skills-list.js b/BattleTech-A-Time-of-War/development/src/domain/skills/skills-list.js new file mode 100644 index 0000000000..0462c77043 --- /dev/null +++ b/BattleTech-A-Time-of-War/development/src/domain/skills/skills-list.js @@ -0,0 +1,587 @@ +import { + STRENGTH_LINK, + BODY_LINK, + REFLEX_LINK, + DEXTERITY_LINK, + INTELLIGENCE_LINK, + WILL_LINK, + CHARISMA_LINK +} from '../../attributes' + +export const skillsList = { + "acrobatics": { + "linkedAttributes": [REFLEX_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "acrobatics_free_fall": "Acrobatics/Free-Fall", + "acrobatics_gymnastics": "Acrobatics/Gymnastics", + }, + }, + "acting": { + "linkedAttributes": [CHARISMA_LINK, ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": false, + "displayName": { + "acting": "Acting", + }, + }, + "administration": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "administration": "Administration", + }, + }, + "animal": { + "linkedAttributes": [WILL_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "animal_handling_herding": "Animal Handling/Herding", + "animal_handling_riding": "Animal Handling/Riding", + "animal_handling_training": "Animal Handling/Training", + }, + }, + "appraisal": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": false, + "displayName": { + "appraisal": "Appraisal", + }, + }, + "archery": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "archery": "Archery", + }, + }, + "artillery": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "artillery": "Artillery", + }, + }, + "career": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": true, + "displayName": { + "career": "Career", + }, + }, + "climbing": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "climbing": "Climbing", + }, + }, + "communications": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "communications_black_box": "Communications/Black Box", + "communications_conventional_em": "Communications/Conventional (EM)", + "communications_hyperpulse_generator": "Communications/Hyperpulse Generator", + }, + }, + "cryptography": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "cryptography": "Cryptography", + }, + }, + "demolitions": { + "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "demolitions": "Demolitions", + }, + }, + "disguise": { + "linkedAttributes": [CHARISMA_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "disguise": "Disguise", + }, + }, + "driving": { + "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "driving_ground_vehicles": "Driving/Ground Vehicles", + "driving_rail_vehicles": "Driving/Rail Vehicles", + "driving_sea_vehicles": "Driving/Sea Vehicles", + }, + }, + "escape": { + "linkedAttributes": [STRENGTH_LINK, DEXTERITY_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "escape_artist": "Escape Artist", + }, + }, + "forgery": { + "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "forgery": "Forgery", + }, + }, + "gunnery": { + "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "gunnery_aerospace": "Gunnery/Aerospace", + "gunnery_air_vehicle": "Gunnery/Air Vehicle", + "gunnery_battlesuit": "Gunnery/Battlesuit", + "gunnery_ground_vehicle": "Gunnery/Ground Vehicle", + "gunnery_mech": "Gunnery/'Mech", + "gunnery_protomech": "Gunnery/ProtoMech", + "gunnery_sea_vehicle": "Gunnery/Sea Vehicle", + "gunnery_spacecraft": "Gunnery/Spacecraft", + "gunnery_turret": "Gunnery/Turret", + }, + }, + "interrogation": { + "linkedAttributes": [WILL_LINK, CHARISMA_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "interrogation": "Interrogation", + }, + }, + "investigation": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "investigation": "Investigation", + }, + }, + "language": { + "linkedAttributes": [INTELLIGENCE_LINK, CHARISMA_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": true, + "displayName": { + "language": "Language", + }, + }, + "leadership": { + "linkedAttributes": [WILL_LINK, CHARISMA_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "leadership": "Leadership", + }, + }, + "medtech": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "medtech_general": "MedTech/General", + "medtech_veterinary": "MedTech/Veterinary", + }, + }, + "navigation": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "navigation_air": "Navigation/Air", + "navigation_ground": "Navigation/Ground", + "navigation_kf_jump": "Navigation/K-F Jump", + "navigation_sea": "Navigation/Sea", + "navigation_space": "Navigation/Space", + }, + }, + "negotiation": { + "linkedAttributes": [CHARISMA_LINK, ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": false, + "displayName": { + "negotiation": "Negotiation", + }, + }, + "perception": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "perception": "Perception", + }, + }, + "piloting": { + "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "piloting_aerospace": "Piloting/Aerospace", + "piloting_air_vehicle": "Piloting/Air Vehicle", + "piloting_battlesuit": "Piloting/Battlesuit", + "piloting_ground_vehicle": "Piloting/Ground Vehicle", + "piloting_mech": "Piloting/'Mech", + "piloting_protomech": "Piloting/ProtoMech", + "piloting_rail_vehicle": "Piloting/Rail Vehicle", + "piloting_sea_vehicle": "Piloting/Sea Vehicle", + "piloting_spacecraft": "Piloting/Spacecraft", + }, + }, + "protocol": { + "linkedAttributes": [WILL_LINK, CHARISMA_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": true, + "displayName": { + "protocol": "Protocol", + }, + }, + "running": { + "linkedAttributes": [REFLEX_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "running": "Running", + }, + }, + "science": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": true, + "displayName": { + "science": "Science", + }, + }, + "security": { + "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "security_systems_electronic": "Security Systems/Electronic", + "security_systems_mechanical": "Security Systems/Mechanical", + }, + }, + "sensor": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "sensor_operations": "Sensor Operations", + }, + }, + "small": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "small_arms": "Small Arms", + }, + }, + "stealth": { + "linkedAttributes": [REFLEX_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "stealth": "Stealth", + }, + }, + "strategy": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "strategy": "Strategy", + }, + }, + "streetwise": { + "linkedAttributes": [CHARISMA_LINK, ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": true, + "displayName": { + "streetwise": "Streetwise", + }, + }, + "support": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "support_weapons": "Support Weapons", + }, + }, + "surgery": { + "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "surgery_general": "Surgery/General", + "surgery_veterinary": "Surgery/Veterinary", + }, + }, + "survival": { + "linkedAttributes": [BODY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": true, + "displayName": { + "survival": "Survival", + }, + }, + "swimming": { + "linkedAttributes": [STRENGTH_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "swimming": "Swimming", + }, + }, + "tactics": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "tactics_air": "Tactics/Air", + "tactics_infantry": "Tactics/Infantry", + "tactics_land": "Tactics/Land", + "tactics_sea": "Tactics/Sea", + "tactics_space": "Tactics/Space", + }, + }, + "technician": { + "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "technician_aeronautics": "Technician/Aeronautics", + "technician_cybernetics": "Technician/Cybernetics", + "technician_electronic": "Technician/Electronic", + "technician_jets": "Technician/Jets", + "technician_mechanical": "Technician/Mechanical", + "technician_myomer": "Technician/Myomer", + "technician_nuclear": "Technician/Nuclear", + "technician_weapons": "Technician/Weapons", + }, + }, + "thrown": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "thrown_weapons_blades": "Thrown Weapons/Blades", + "thrown_weapons_blunt_weapons": "Thrown Weapons/Blunt Weapons", + }, + }, + "tracking": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "tracking_urban": "Tracking/Urban", + "tracking_wilds": "Tracking/Wilds", + }, + }, + "training": { + "linkedAttributes": [INTELLIGENCE_LINK, CHARISMA_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "training": "Training", + }, + }, + "zero": { + "linkedAttributes": [REFLEX_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "zero_g_operations": "Zero-G Operations", + }, + }, +} + +export const tieredSkillsBasic = { + "art": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": true, + "displayName": { + "art": "Art", + }, + }, + "computers": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": false, + "displayName": { + "computers": "Computers", + }, + }, + "interest": { + "linkedAttributes": [INTELLIGENCE_LINK, ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": true, + "displayName": { + "interest": "Interest", + }, + }, + "martial": { + "linkedAttributes": [REFLEX_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "martial_arts": "Martial Arts", + }, + }, + "melee": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "melee_weapons": "Melee Weapons", + }, + }, + "prestidigitation": { + "linkedAttributes": [DEXTERITY_LINK, ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "prestidigitation_pick_pocket": "Prestidigitation/Pick Pocket", + "prestidigitation_quickdraw": "Prestidigitation/Quickdraw", + "prestidigitation_sleight_of_hand": "Prestidigitation/Sleight of Hand", + }, + }, +} + +export const tieredSkillsAdvanced = { + "art": { + "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": true, + "displayName": { + "art": "Art", + }, + }, + "computers": { + "linkedAttributes": [DEXTERITY_LINK, INTELLIGENCE_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": false, + "displayName": { + "computers": "Computers", + }, + }, + "interest": { + "linkedAttributes": [INTELLIGENCE_LINK, WILL_LINK, ], + "targetNumber": 9, + "complexity": "CA", + "subSkills": true, + "displayName": { + "interest": "Interest", + }, + }, + "martial": { + "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "martial_arts": "Martial Arts", + }, + }, + "melee": { + "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "melee_weapons": "Melee Weapons", + }, + }, + "prestidigitation": { + "linkedAttributes": [REFLEX_LINK, DEXTERITY_LINK, ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "prestidigitation_pick_pocket": "Prestidigitation/Pick Pocket", + "prestidigitation_quickdraw": "Prestidigitation/Quickdraw", + "prestidigitation_sleight_of_hand": "Prestidigitation/Sleight of Hand", + }, + }, +} + +export const tieredSkills = [ + "art", + "computers", + "interest", + "martial", + "melee", + "prestidigitation", +] \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/src/sheet-worker.js b/BattleTech-A-Time-of-War/development/src/sheet-worker.js new file mode 100644 index 0000000000..d37ba416ce --- /dev/null +++ b/BattleTech-A-Time-of-War/development/src/sheet-worker.js @@ -0,0 +1,293 @@ +import { + calculateAbilityScore, + linkedAttributeDisplayNames +} from './attributes' +import { + calculateSkillLevel, + getSkill, + getSkillDisplayName +} from './skills' +import { + skillsList, + tieredSkillsBasic, + tieredSkills +} from './domain/skills/skills-list' + +const sheetOpened = () => { + sheetMigration() + + getAttrs(["btatow_sheet_version", ], ({ + btatow_sheet_version + }) => { + if (btatow_sheet_version >= 3) { + recalculateSkills() + } + }) +} + +// run any data migrations +on("sheet:opened", sheetOpened) + +const recalculateSkills = () => { + getSectionIDs("skills", ids => + ids.forEach( + id => getAttrs(["repeating_skills_" + id + "_skill_xp", ], + values => + skillXPChanged({ + newValue: values["repeating_skills_" + id + "_skill_xp"], + id, + }) + ) + ) + ) +} + +// calculate stat values when XP amount changes +on("change:strength_xp change:body_xp change:reflex_xp change:dexterity_xp change:intelligence_xp change:will_xp change:charisma_xp change:edge_xp", calculateAbilityScore) + +on("change:repeating_skills:skill change:repeating_skills:sub_skill", _ => { + getAttrs(["repeating_skills_skill_xp", ], ({ + repeating_skills_skill_xp + }) => { + skillXPChanged({ + newValue: repeating_skills_skill_xp, + }) + }) +}) + +const skillXPChanged = ({ + id, + newValue +}) => { + // When the sheet is opened, or data migrations are run, the skills are retrieved via ID, and thus must have their + // ID included in the attribute name when setting attributes. + const skillId = id !== undefined ? id + "_" : "" + + const skill = "repeating_skills_" + skillId + "skill" + const skillLevel = "repeating_skills_" + skillId + "skill_level" + const subSkillAttrName = "repeating_skills_" + skillId + "sub_skill" + + getAttrs([skill, subSkillAttrName, "learning_speed", ], values => { + const skillName = values[skill] + const skillNameLookupKey = skillName.split("_")[0] + const subSkill = values[subSkillAttrName] + + let skillAttributesToSet = {} + + skillAttributesToSet[skillLevel] = calculateSkillLevel(Number(newValue), values.learning_speed) + + const skillData = getSkill( + skillNameLookupKey, + skillAttributesToSet[skillLevel], + tieredSkills.includes(skillNameLookupKey) + ) + + skillAttributesToSet["repeating_skills_" + skillId + "skill_tnc"] = skillData.targetNumber + "/" + skillData.complexity + skillAttributesToSet["repeating_skills_" + skillId + "target_number"] = skillData.targetNumber + + getAttrs(skillData.linkedAttributes, values => { + skillAttributesToSet["repeating_skills_" + skillId + "skill_modifier"] = Object.values(values) + .reduce((total, num) => Number(total) + Number(num)) + Number(skillAttributesToSet[skillLevel]) + + skillAttributesToSet["repeating_skills_" + skillId + "skill_linked_attributes"] = skillData.linkedAttributes + .map(linkAtr => linkedAttributeDisplayNames[linkAtr] + " (" + values[linkAtr] + ")") + .join(" + ") + + skillAttributesToSet["repeating_skills_" + skillId + "skill_roll_value"] = + getSkillDisplayName(skillData, skillName, subSkill) + " Skill Check:\n" + + "Margin of Success: [[2d6 + @{skill_modifier}[MOD] - @{target_number}[TN]]]" + + setAttrs(skillAttributesToSet, {}, () => {}) + }) + }) +} + +// calculate skill modifiers when skill xp changes +on("change:repeating_skills:skill_xp", skillXPChanged) + +// recalculate all skills when learning speed modifier changes +on("change:learning_speed", recalculateSkills) + +const sheetMigration = () => { + console.log("Running sheet data migration") + + let sheetVersionAttributeName = "btatow_sheet_version" + let currentVersion = 3 + + getAttrs([sheetVersionAttributeName, ], sheetVersionAttribute => { + let sheetVersion = Number(sheetVersionAttribute[sheetVersionAttributeName]) + // Check if we should do the migration + if (isNaN(sheetVersion)) { + console.error("No sheet version defined, unable to determine if sheet data needs to be migrated.") + return + } + + if (sheetVersion === currentVersion) { + console.log("No migration needed") + return + } + + switch (sheetVersion) { + case 1: + migrateFrom1To2() + break + case 2: + migrateFrom2To3() + break + default: + break + } + }) +} + +// Migrate attribute data from version 1 to version 2 +const migrateFrom1To2 = () => { + const oldAttributeNames = [ + "STRXP", + "BODXP", + "RFLXP", + "DEXXP", + "INTXP", + "WILXP", + "CHAXP", + "EDGXP", + ] + const newAttributeNames = [ + "strength_xp", + "body_xp", + "reflex_xp", + "dexterity_xp", + "intelligence_xp", + "will_xp", + "charisma_xp", + "edge_xp", + ] + + let newAttributes = {} + + console.log("Starting migration from version 1 to version 2.") + + getAttrs(oldAttributeNames, attributes => { + console.debug("Attributes fetched: " + JSON.stringify(attributes)) + for (let i = 0; i < oldAttributeNames.length; i++) { + if (attributes[oldAttributeNames[i]] !== undefined) { + console.debug("Attributes[" + oldAttributeNames[i] + "]: " + attributes[oldAttributeNames[i]]) + newAttributes[newAttributeNames[i]] = attributes[oldAttributeNames[i]] + } + } + + console.debug("New attributes: " + JSON.stringify(newAttributes)) + + setAttrs(newAttributes, {}, () => { + setAttrs({ + btatow_sheet_version: "2", + }, {}, () => { + console.log("Sheet data migration completed") + }) + }) + }) +} + +// Migrate skills data from version 2 to version 3 +const migrateFrom2To3 = () => { + console.log("Starting migration from version 2 to version 3.") + + getSectionIDs("skills", ids => { + let skillsUpdated = 0 + + ids.forEach(id => { + const oldSkillDataNames = { + skill: "repeating_skills_" + id + "_skill", + subSkill: "repeating_skills_" + id + "_skillNotes", + xp: "repeating_skills_" + id + "_skillXP", + } + const newSkillDataNames = { + skill: "repeating_skills_" + id + "_skill", + subSkill: "repeating_skills_" + id + "_sub_skill", + xp: "repeating_skills_" + id + "_skill_xp", + } + getAttrs(Object.values(oldSkillDataNames), oldSkillValues => { + const oldSkillName = oldSkillValues[oldSkillDataNames.skill] + const oldSkillSubSkillName = oldSkillValues[oldSkillDataNames.subSkill] + + if (oldSkillName === undefined || oldSkillValues[oldSkillDataNames.xp] === undefined) { + console.error("Old skill data is missing values, unable to migrate.\n" + JSON.stringify(oldSkillValues)) + skillsUpdated++ + return + } + + let parsedSkillName = oldSkillName.toLowerCase() + .replace(" ", "_") + .replace("-", "_") + + const skillFirstName = parsedSkillName.split("_")[0] + + let skillData = {} + const newSkillValues = {} + + if (skillFirstName in skillsList) { + skillData = skillsList[skillFirstName] + } else if (skillFirstName in tieredSkillsBasic) { + skillData = tieredSkillsBasic[skillFirstName] + } else if (skillFirstName.substring(0, skillFirstName.length - 1) in tieredSkillsBasic) { + skillData = tieredSkillsBasic[skillFirstName.substring(0, skillFirstName.length - 1)] + parsedSkillName = parsedSkillName.substring(0, parsedSkillName.length - 1) + } else { + console.error("Unable to migrate skill data. Old values are: " + JSON.stringify(oldSkillValues)) + skillsUpdated++ + return + } + + let skillName = "" + let displaySubSkill = true + + if (parsedSkillName in skillData.displayName) { + skillName = parsedSkillName + } else if (parsedSkillName.substring(0, parsedSkillName.length - 1) in skillData.displayName) { + skillName = parsedSkillName.substring(0, parsedSkillName.length - 1) + } else if (oldSkillSubSkillName === undefined) { + console.error("Unable to identify skill. Old skill name: " + oldSkillName) + skillsUpdated++ + return + } else { + const parsedSubSkillName = oldSkillSubSkillName.trim() + .replace("'", "") + .replace("`", "") + .replace("-", "_") + .replace("/", "_") + .toLowerCase() + + const skillWithSubSkill = parsedSkillName + "_" + parsedSubSkillName + + if (skillWithSubSkill in skillData.displayName) { + skillName = skillWithSubSkill + displaySubSkill = false + } else { + console.error("Unable to identify skill. Old skill name and notes: " + oldSkillName + " " + oldSkillSubSkillName) + skillsUpdated++ + return + } + } + + newSkillValues[newSkillDataNames.skill] = skillName + if (displaySubSkill && oldSkillSubSkillName !== undefined) { + newSkillValues[newSkillDataNames.subSkill] = oldSkillSubSkillName + } + newSkillValues[newSkillDataNames.xp] = oldSkillValues[oldSkillDataNames.xp] + + setAttrs(newSkillValues, {}, () => { + skillsUpdated++ + + if (skillsUpdated === ids.length) { + setAttrs({ + btatow_sheet_version: 3, + }, {}, () => { + console.log("Sheet migrated from version 2 to version 3.") + recalculateSkills() + }) + } + }) + }) + }) + }) +} \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/src/skills.js b/BattleTech-A-Time-of-War/development/src/skills.js new file mode 100644 index 0000000000..876e19b393 --- /dev/null +++ b/BattleTech-A-Time-of-War/development/src/skills.js @@ -0,0 +1,106 @@ +import { + linkedAttributeDisplayNames +} from './attributes' +import { + skillsList, + tieredSkills, + tieredSkillsBasic, + tieredSkillsAdvanced +} from './domain/skills/skills-list' + +const skillXPChanged = ({ + id, + newValue +}) => { + // When the sheet is opened, or data migrations are run, the skills are retrieved via ID, and thus must have their + // ID included in the attribute name when setting attributes. + const skillId = id !== undefined ? id + "_" : "" + + const skill = "repeating_skills_" + skillId + "skill" + const skillLevel = "repeating_skills_" + skillId + "skill_level" + const subSkillAttrName = "repeating_skills_" + skillId + "sub_skill" + + getAttrs([skill, subSkillAttrName, "learning_speed", ], values => { + const skillName = values[skill] + const skillNameLookupKey = skillName.split("_")[0] + const subSkill = values[subSkillAttrName] + + let skillAttributesToSet = {} + + skillAttributesToSet[skillLevel] = calculateSkillLevel(Number(newValue), values.learning_speed) + + const skillData = getSkill( + skillNameLookupKey, + skillAttributesToSet[skillLevel], + tieredSkills.includes(skillNameLookupKey) + ) + + skillAttributesToSet["repeating_skills_" + skillId + "skill_tnc"] = skillData.targetNumber + "/" + skillData.complexity + skillAttributesToSet["repeating_skills_" + skillId + "target_number"] = skillData.targetNumber + + getAttrs(skillData.linkedAttributes, values => { + skillAttributesToSet["repeating_skills_" + skillId + "skill_modifier"] = Object.values(values) + .reduce((total, num) => Number(total) + Number(num)) + Number(skillAttributesToSet[skillLevel]) + + skillAttributesToSet["repeating_skills_" + skillId + "skill_linked_attributes"] = skillData.linkedAttributes + .map(linkAtr => linkedAttributeDisplayNames[linkAtr] + " (" + values[linkAtr] + ")") + .join(" + ") + + skillAttributesToSet["repeating_skills_" + skillId + "skill_roll_value"] = + getSkillDisplayName(skillData, skillName, subSkill) + " Skill Check:\n" + + "Margin of Success: [[2d6 + @{skill_modifier}[MOD] - @{target_number}[TN]]]" + + setAttrs(skillAttributesToSet, {}, () => {}) + }) + }) +} + +export const calculateSkillLevel = (skillXP, learningSpeedModifier) => { + const learningSpeedPercentageModifier = 1 + 0.2 * learningSpeedModifier + + if (skillXP < 20 * learningSpeedPercentageModifier) { + return -1 + } + + for (let i = 0; i < 10; i++) { + if (skillXP < getXPForLevel(i + 1) * learningSpeedPercentageModifier) + return i + } + + return 10 +} + +const getXPForLevel = level => { + let total = 0 + + while (level > 0) { + total += level * 10 + level-- + } + + return total + 20 +} + +export const getSkillDisplayName = (skill, skillDisplayNameKey, subSkill) => { + if (skill.subSkills === true) { + return skill.displayName[skillDisplayNameKey] + "/" + subSkill + } + + if (typeof subSkill === "string" && subSkill != "") { + return skill.displayName[skillDisplayNameKey] + " (" + subSkill + ")" + } + + return skill.displayName[skillDisplayNameKey] +} + +export const getSkill = (skillName, skillLevel, tieredSkill) => { + if (tieredSkill) { + if (skillLevel <= 3) { + return tieredSkillsBasic[skillName] + } else { + return tieredSkillsAdvanced[skillName] + } + } else { + return skillsList[skillName] + } +} \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/test/attributes.test.js b/BattleTech-A-Time-of-War/development/test/attributes.test.js new file mode 100644 index 0000000000..8029cbb1b2 --- /dev/null +++ b/BattleTech-A-Time-of-War/development/test/attributes.test.js @@ -0,0 +1,121 @@ +import { + calculateAbilityScore, + calculateLinkedAttributeValue +} from '../src/attributes' +import { + test, + expect +} from '@jest/globals' + +// Calculate attribute linked value tests +test('attribute with value greater than 10 should have linked value of one third, rounded down', () => { + expect(calculateLinkedAttributeValue(17)).toBe(5) +}) + +test('attribute with value less than 1 should have linked value of -4', () => { + expect(calculateLinkedAttributeValue(0)).toBe(-4) + expect(calculateLinkedAttributeValue(-7)).toBe(-4) +}) + +test('attribute with value of 1 should have linked value of -2', () => { + expect(calculateLinkedAttributeValue(1)).toBe(-2) +}) + +test('attribute with value of 2 or 3 should have linked value of -1', () => { + expect(calculateLinkedAttributeValue(2)).toBe(-1) + expect(calculateLinkedAttributeValue(3)).toBe(-1) +}) + +test('attribute with value of 4 - 6 should have linked value of 0', () => { + expect(calculateLinkedAttributeValue(4)).toBe(0) + expect(calculateLinkedAttributeValue(5)).toBe(0) + expect(calculateLinkedAttributeValue(6)).toBe(0) +}) + +test('attribute with value of 7 - 9 should have linked value of 1', () => { + expect(calculateLinkedAttributeValue(7)).toBe(1) + expect(calculateLinkedAttributeValue(8)).toBe(1) + expect(calculateLinkedAttributeValue(9)).toBe(1) +}) + +test('attribute with value of 10 should have linked value of 2', () => { + expect(calculateLinkedAttributeValue(10)).toBe(2) +}) + +// Calculate ability score tests +test('should return undefined if attribute value is not number', () => { + expect(calculateAbilityScore({ newValue: "potato", })).toBe(undefined) + expect(calculateAbilityScore({})).toBe(undefined) + expect(calculateAbilityScore({ newValue: [], })).toBe(undefined) + expect(calculateAbilityScore({ newValue: {}, })).toBe(undefined) + expect(calculateAbilityScore({ newValue: () => {}, })).toBe(undefined) +}) + +test('should calculate attribute value and linked attribute value for each attribute type, or return error for unknown attribute type', () => { + // strength + expect(calculateAbilityScore({ sourceAttribute: "strength_xp", newValue: 200, })).toStrictEqual({ + name: "strength", + value: 2, + linkName: "strength_link", + linkValue: -1, + }) + + // body + expect(calculateAbilityScore({ sourceAttribute: "body_xp", newValue: 200, })).toStrictEqual({ + name: "body", + value: 2, + linkName: "body_link", + linkValue: -1, + }) + + // reflex + expect(calculateAbilityScore({ sourceAttribute: "reflex_xp", newValue: 200, })).toStrictEqual({ + name: "reflex", + value: 2, + linkName: "reflex_link", + linkValue: -1, + }) + + // dexterity + expect(calculateAbilityScore({ sourceAttribute: "dexterity_xp", newValue: 200, })).toStrictEqual({ + name: "dexterity", + value: 2, + linkName: "dexterity_link", + linkValue: -1, + }) + + // intelligence + expect(calculateAbilityScore({ sourceAttribute: "intelligence_xp", newValue: 200, })).toStrictEqual({ + name: "intelligence", + value: 2, + linkName: "intelligence_link", + linkValue: -1, + }) + + // will + expect(calculateAbilityScore({ sourceAttribute: "will_xp", newValue: 200, })).toStrictEqual({ + name: "will", + value: 2, + linkName: "will_link", + linkValue: -1, + }) + + // charisma + expect(calculateAbilityScore({ sourceAttribute: "charisma_xp", newValue: 200, })).toStrictEqual({ + name: "charisma", + value: 2, + linkName: "charisma_link", + linkValue: -1, + }) + + // edge + expect(calculateAbilityScore({ sourceAttribute: "edge_xp", newValue: 200, })).toStrictEqual({ + name: "edge", + value: 2, + linkName: "edge_link", + linkValue: -1, + }) + + // unknown + expect(calculateAbilityScore({ sourceAttribute: "psychic_xp", newValue: 200, })).toBe(undefined) +}) \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/development/test/skills.test.js b/BattleTech-A-Time-of-War/development/test/skills.test.js new file mode 100644 index 0000000000..06de90a0ac --- /dev/null +++ b/BattleTech-A-Time-of-War/development/test/skills.test.js @@ -0,0 +1,283 @@ +import { + test, + expect +} from '@jest/globals' +import { + calculateSkillLevel, + getSkill, + getSkillDisplayName +} from '../src/skills' + +// Get normal or tiered skill +test('should get basic tiered skill', () => { + expect(getSkill('computers', 3, true)).toStrictEqual({ + "linkedAttributes": ["intelligence_link", ], + "targetNumber": 8, + "complexity": "CB", + "subSkills": false, + "displayName": { + "computers": "Computers", + }, + }) +}) + +test('should get advanced tiered skill', () => { + expect(getSkill('martial', 4, true)).toStrictEqual({ + "linkedAttributes": ["reflex_link", "dexterity_link", ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "martial_arts": "Martial Arts", + }, + }) +}) + +test('should get normal skill', () => { + expect(getSkill('leadership', 7, false)).toStrictEqual({ + "linkedAttributes": ["will_link", "charisma_link", ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "leadership": "Leadership", + }, + }) +}) + +// Get skill display name +test('should get subkill with forward slash for skill with specific subskill', () => { + expect( + getSkillDisplayName({ + "linkedAttributes": ["intelligence_link", "charisma_link", ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": true, + "displayName": { + "language": "Language", + }, + }, + "language", + "Japanese" + ) + ) + .toBe("Language/Japanese") +}) + +test('should include specialization in skill name', () => { + expect( + getSkillDisplayName({ + "linkedAttributes": ["dexterity_link", "intelligence_link", ], + "targetNumber": 8, + "complexity": "SA", + "subSkills": false, + "displayName": { + "forgery": "Forgery", + }, + }, + "forgery", + "Government Documents" + ) + ) + .toBe("Forgery (Government Documents)") +}) + +test('should return skill display name', () => { + expect( + getSkillDisplayName({ + "linkedAttributes": ["intelligence_link", ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "navigation_air": "Navigation/Air", + "navigation_ground": "Navigation/Ground", + "navigation_kf_jump": "Navigation/K-F Jump", + "navigation_sea": "Navigation/Sea", + "navigation_space": "Navigation/Space", + }, + }, + "navigation_sea", + undefined + ) + ) + .toBe("Navigation/Sea") + expect( + getSkillDisplayName({ + "linkedAttributes": ["strength_link", ], + "targetNumber": 7, + "complexity": "SB", + "subSkills": false, + "displayName": { + "swimming": "Swimming", + }, + }, + "swimming", + "" + ) + ) + .toBe("Swimming") +}) + +// Calculate skill level +test('should be skill level of -1', () => { + // normal + expect(calculateSkillLevel(19, 0)).toBe(-1) + + // slow learner + expect(calculateSkillLevel(23, 1)).toBe(-1) + + // fast learner + expect(calculateSkillLevel(15, -1)).toBe(-1) +}) + +test('should be skill level of 0', () => { + // normal + expect(calculateSkillLevel(20, 0)).toBe(0) + expect(calculateSkillLevel(29, 0)).toBe(0) + + // slow learner + expect(calculateSkillLevel(24, 1)).toBe(0) + expect(calculateSkillLevel(35, 1)).toBe(0) + + // fast learner + expect(calculateSkillLevel(16, -1)).toBe(0) + expect(calculateSkillLevel(23, -1)).toBe(0) +}) + +test('should be skill level of 1', () => { + // normal + expect(calculateSkillLevel(30, 0)).toBe(1) + expect(calculateSkillLevel(49, 0)).toBe(1) + + // slow learner + expect(calculateSkillLevel(36, 1)).toBe(1) + expect(calculateSkillLevel(59, 1)).toBe(1) + + // fast learner + expect(calculateSkillLevel(24, -1)).toBe(1) + expect(calculateSkillLevel(39, -1)).toBe(1) +}) + +test('should be skill level of 2', () => { + // normal + expect(calculateSkillLevel(50, 0)).toBe(2) + expect(calculateSkillLevel(79, 0)).toBe(2) + + // slow learner + expect(calculateSkillLevel(60, 1)).toBe(2) + expect(calculateSkillLevel(95, 1)).toBe(2) + + // fast learner + expect(calculateSkillLevel(40, -1)).toBe(2) + expect(calculateSkillLevel(63, -1)).toBe(2) +}) + +test('should be skill level of 3', () => { + // normal + expect(calculateSkillLevel(80, 0)).toBe(3) + expect(calculateSkillLevel(119, 0)).toBe(3) + + // slow learner + expect(calculateSkillLevel(96, 1)).toBe(3) + expect(calculateSkillLevel(143, 1)).toBe(3) + + // fast learner + expect(calculateSkillLevel(64, -1)).toBe(3) + expect(calculateSkillLevel(95, -1)).toBe(3) +}) + +test('should be skill level of 4', () => { + // normal + expect(calculateSkillLevel(120, 0)).toBe(4) + expect(calculateSkillLevel(169, 0)).toBe(4) + + // slow learner + expect(calculateSkillLevel(144, 1)).toBe(4) + expect(calculateSkillLevel(203, 1)).toBe(4) + + // fast learner + expect(calculateSkillLevel(96, -1)).toBe(4) + expect(calculateSkillLevel(135, -1)).toBe(4) +}) + +test('should be skill level of 5', () => { + // normal + expect(calculateSkillLevel(170, 0)).toBe(5) + expect(calculateSkillLevel(229, 0)).toBe(5) + + // slow learner + expect(calculateSkillLevel(204, 1)).toBe(5) + expect(calculateSkillLevel(275, 1)).toBe(5) + + // fast learner + expect(calculateSkillLevel(136, -1)).toBe(5) + expect(calculateSkillLevel(183, -1)).toBe(5) +}) + +test('should be skill level of 6', () => { + // normal + expect(calculateSkillLevel(230, 0)).toBe(6) + expect(calculateSkillLevel(299, 0)).toBe(6) + + // slow learner + expect(calculateSkillLevel(276, 1)).toBe(6) + expect(calculateSkillLevel(359, 1)).toBe(6) + + // fast learner + expect(calculateSkillLevel(184, -1)).toBe(6) + expect(calculateSkillLevel(239, -1)).toBe(6) +}) + +test('should be skill level of 7', () => { + // normal + expect(calculateSkillLevel(300, 0)).toBe(7) + expect(calculateSkillLevel(379, 0)).toBe(7) + + // slow learner + expect(calculateSkillLevel(360, 1)).toBe(7) + expect(calculateSkillLevel(455, 1)).toBe(7) + + // fast learner + expect(calculateSkillLevel(240, -1)).toBe(7) + expect(calculateSkillLevel(303, -1)).toBe(7) +}) + +test('should be skill level of 8', () => { + // normal + expect(calculateSkillLevel(380, 0)).toBe(8) + expect(calculateSkillLevel(469, 0)).toBe(8) + + // slow learner + expect(calculateSkillLevel(456, 1)).toBe(8) + expect(calculateSkillLevel(563, 1)).toBe(8) + + // fast learner + expect(calculateSkillLevel(304, -1)).toBe(8) + expect(calculateSkillLevel(375, -1)).toBe(8) +}) + +test('should be skill level of 9', () => { + // normal + expect(calculateSkillLevel(470, 0)).toBe(9) + expect(calculateSkillLevel(569, 0)).toBe(9) + + // slow learner + expect(calculateSkillLevel(564, 1)).toBe(9) + expect(calculateSkillLevel(683, 1)).toBe(9) + + // fast learner + expect(calculateSkillLevel(376, -1)).toBe(9) + expect(calculateSkillLevel(455, -1)).toBe(9) +}) + +test('should be skill level of 10', () => { + // normal + expect(calculateSkillLevel(570, 0)).toBe(10) + + // slow learner + expect(calculateSkillLevel(684, 1)).toBe(10) + + // fast learner + expect(calculateSkillLevel(456, -1)).toBe(10) +}) \ No newline at end of file diff --git a/BattleTech-A-Time-of-War/pre-commit-script/main.py b/BattleTech-A-Time-of-War/pre-commit-script/main.py new file mode 100644 index 0000000000..80564782cf --- /dev/null +++ b/BattleTech-A-Time-of-War/pre-commit-script/main.py @@ -0,0 +1,25 @@ +import os +from typing import List + + +def main(): + os.system("npm --prefix ../development/ run compile") + + output: List[str] = [] + + with open('../BattleTech-A-Time-of-War.html', 'r') as character_sheet: + for line in character_sheet: + output.append(line) + if line == '\n") + + with open('../BattleTech-A-Time-of-War.html', 'w') as character_sheet: + character_sheet.write("".join(output)) + + +if __name__ == "__main__": + main() diff --git a/ButterflyAspect/ButterflyAspect.css b/ButterflyAspect/ButterflyAspect.css index 5fcb3ab351..62f7548972 100644 --- a/ButterflyAspect/ButterflyAspect.css +++ b/ButterflyAspect/ButterflyAspect.css @@ -1 +1 @@ -input.sheet-selector-switch{display:none}input.sheet-selector-switch.sheet-rollmod:not(:checked)~.sheet-container button.sheet-rollmod,input.sheet-selector-switch.sheet-rollmod:checked~.sheet-container button.sheet-norollmod{display:none}.sheet-container{width:850px}.sheet-container 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\ No newline at end of file diff --git a/ButterflyAspect/ButterflyAspect.html b/ButterflyAspect/ButterflyAspect.html index 4f1ab87e5a..66ed322740 100644 --- a/ButterflyAspect/ButterflyAspect.html +++ b/ButterflyAspect/ButterflyAspect.html @@ -68,7 +68,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_NaRoll" - value="@{abilityroll} &{template:butterfly} {{name=Nahkampf}} {{rolling=[[floor(@{Na}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Nahkampf}} {{rolling=[[floor((@{Na} + ?{Modifier?|0})d10 / 2)]]}}" > Nahkampf @@ -82,7 +82,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_FeRoll" - value="@{abilityroll} &{template:butterfly} {{name=Fernkampf}} {{rolling=[[floor(@{Fe}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Fernkampf}} {{rolling=[[floor((@{Fe} + ?{Modifier?|0})d10 / 2)]]}}" > Fernkampf @@ -96,7 +96,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_GeRoll" - value="@{abilityroll} &{template:butterfly} {{name=Geschick}} {{rolling=[[floor(@{Ge}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Geschick}} {{rolling=[[floor((@{Ge} + ?{Modifier?|0})d10 / 2)]]}}" > Geschick @@ -110,7 +110,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_WaRoll" - value="@{abilityroll} &{template:butterfly} {{name=Wahrnehmung}} {{rolling=[[floor(@{Wa}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Wahrnehmung}} {{rolling=[[floor((@{Wa} + ?{Modifier?|0})d10 / 2)]]}}" > Wahrnehmung @@ -124,7 +124,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_KoRoll" - value="@{abilityroll} &{template:butterfly} {{name=Konstitution}} {{rolling=[[floor(@{Ko}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Konstitution}} {{rolling=[[floor((@{Ko} + ?{Modifier?|0})d10 / 2)]]}}" > Konstitution @@ -138,7 +138,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_InRoll" - value="@{abilityroll} &{template:butterfly} {{name=Intelligenz}} {{rolling=[[floor(@{In}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Intelligenz}} {{rolling=[[floor((@{In} + ?{Modifier?|0})d10 / 2)]]}}" > Intelligenz @@ -152,7 +152,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_WiRoll" - value="@{abilityroll} &{template:butterfly} {{name=Wissen}} {{rolling=[[floor(@{Wi}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Wissen}} {{rolling=[[floor((@{Wi} + ?{Modifier?|0})d10 / 2)]]}}" > Wissen @@ -166,7 +166,7 @@ type="roll" class="sheet-small-button sheet-rollmod" name="roll_CaRoll" - value="@{abilityroll} &{template:butterfly} {{name=Charisma}} {{rolling=[[floor(@{Ca}d10 / 2) + ?{Modifier?|0}]]}}" + value="@{abilityroll} &{template:butterfly} {{name=Charisma}} {{rolling=[[floor((@{Ca} + ?{Modifier?|0})d10 / 2)]]}}" > Charisma @@ -195,6 +195,7 @@
@@ -363,13 +364,13 @@ type="roll" class="sheet-norollmod" name="roll_spell" - value="@{abilityroll} &{template:butterfly} {{name=@{spellname}}} {{rolling=[[({@{in}d10! + @{spellskill},{(@{spellskill} + 1) * 10}}kl1)]]}} {{widerstand=[[@{spellwiderstand} + (?{Zielbereich/-anzahl?|0} + ?{Zeit?|0} + ?{Gegnerische Intelligenz?|0} + ?{Aufrechterhaltene Zauber?|0}) * 2]]}} {{zielbereich=[[?{Zielbereich/-anzahl?|0}]]}} {{zeit=[[?{Zeit?|0}]]}} {{desc=@{spelleffekt}}} {{dauer=@{dauer}}} {{randomplayer=@{randomplayer}}}" + value="@{abilityroll} &{template:butterfly} {{name=@{spellname}}} {{rolling=[[@{spellskill}d10!k@{in}]]}} {{widerstand=[[@{spellwiderstand} + (?{Zielbereich/-anzahl?|0} + ?{Zeit?|0} + ?{Gegnerische Intelligenz?|0} + ?{Aufrechterhaltene Zauber?|0}) * 2]]}} {{zielbereich=[[?{Zielbereich/-anzahl?|0}]]}} {{zeit=[[?{Zeit?|0}]]}} {{desc=@{spelleffekt}}} {{dauer=@{dauer}}} {{randomplayer=@{randomplayer}}}" >
diff --git a/ButterflyAspect/ButterflyAspect.sass b/ButterflyAspect/ButterflyAspect.sass index 7d358cc834..3ce2072ad5 100644 --- a/ButterflyAspect/ButterflyAspect.sass +++ b/ButterflyAspect/ButterflyAspect.sass @@ -241,9 +241,9 @@ input.sheet-selector-switch button display: block float: left - margin-top: -21px + margin-top: -21px !important background: #fff - padding: 2px 5px 2px 5px + padding: 2px 5px 2px 5px !important color: #b9b9b9 border: 1px solid #ddd border-radius: 3px diff --git a/Call_of_Cthulhu_7th_Ed/translations/it.json b/Call_of_Cthulhu_7th_Ed/translations/it.json index 729d07fe1f..08483d89ae 100644 --- a/Call_of_Cthulhu_7th_Ed/translations/it.json +++ b/Call_of_Cthulhu_7th_Ed/translations/it.json @@ -17,22 +17,22 @@ "POW-u": "POT", "POW-r-txt": "Tiro di Potere", "CON-u": "COS", - "CON-r-txt": "Tiro di Conosc.", + "CON-r-txt": "Tiro di COS", "APP-u": "FAS", - "APP-r-txt": "APP Roll", - "EDU-u": "EDU", - "EDU-r-txt": "Tiro di Educ.", + "APP-r-txt": "Tiro FAS", + "EDU-u": "IST", + "EDU-r-txt": "Tiro di IST", "SIZ-u": "TAG", - "SIZ-r-txt": "Tiro di Taglia", + "SIZ-r-txt": "Tiro di TAG", "INT-u": "INT", "INT-r-txt": "Tiro INT", "Move rate-u": "Movimento", - "Move rate-r-txt": "Tiro di Movim.", + "Move rate-r-txt": "Tiro Movimento", "HP-u": "Punti Ferita", - "HP-r-txt": "Tiro su Punti Vita", - "current": "correnti", + "HP-r-txt": "Tiro Punti Ferita", + "current": "attuali", "majorwound-u": "Ferita grave", - "pulphp-u": "Pulp PF", + "pulphp-u": "PF Pulp", "luck-u": "Fortuna", "luck-r-txt": "Tiro di Fortuna", "damagebonus-u": "Bonus al Danno", @@ -42,13 +42,13 @@ "4/5-u": "4/5", "pulp-z": "Pulp", "sanity-r-txt": "Tiro di Sanità", - "start": "inizia", - "current-u": "attuali", + "start": "iniziale", + "current-u": "attuale", "max-u": "max", "tempinsane-u": "Follia temp.", "indefinsane-u": "Follia perman.", "bouts-of-madness-u": "Attacchi di follia", - "pulp-bouts-of-madness-u": "Forti attacchi di follia", + "pulp-bouts-of-madness-u": "Attacchi di follia Pulp", "bom-real-time": "Tempo reale", "bom-summary": "Sommario", "stable": "Stabile", @@ -59,132 +59,132 @@ "accounting_da-u": "Contabilità", "animalhandling_da-u": "Gestire animali", "accounting-u": "Contabilità(05%)", - "accounting-r-txt": "Accounting Roll", + "accounting-r-txt": "Tiro Contabilità", "anthropology-u": "Antropologia(01%)", - "anthropology-r-txt": "Anthropology Roll", - "artandcraft-u": "Art and Craft(05%)", - "artandcraft1": "Art and Craft 1", - "artandcraft2": "Art and Craft 2", + "anthropology-r-txt": "Tiro Antropologia", + "artandcraft-u": "Arti e Mestieri(05%)", + "artandcraft1": "Arti e Mestieri 1", + "artandcraft2": "Arti e Mestieri 2", "appraise-u": "Valutare(05%)", - "appraise-r-txt": "Appraise Roll", - "appraise_et-u": "Appraise(10%)", - "appraise_ic-u": "Appraise(15%)", + "appraise-r-txt": "Tiro Valutare", + "appraise_et-u": "Valutare(10%)", + "appraise_ic-u": "Valutare(15%)", "archaeology-u": "Archeologia(01%)", - "archaeology-r-txt": "Archaeology Roll", + "archaeology-r-txt": "Tiro Archeologia", "charm-u": "Ammaliare(15%)", - "charm-r-txt": "Charm Roll", + "charm-r-txt": "Tiro Ammaliare", "civics-u": "Civics(10%)", "climb-u": "Scalare(20%)", - "climb-r-txt": "Climb Roll", + "climb-r-txt": "Tiro Scalare", "status-u": "Status", "creditrating-u": "Valore di Credito(00%)", - "creditrating-r-txt": "Credit Rating Roll", + "creditrating-r-txt": "Tiro Valore di Credito", "cthulhumythos-u": "Miti di Chtulhu(00%)", - "cthulhumythos-r-txt": "Cthulhu Mythos Roll", + "cthulhumythos-r-txt": "Tiro Miti di Chtulhu", "disguise-u": "Camuffare(05%)", - "disguise-r-txt": "Disguise Roll", + "disguise-r-txt": "Tiro Camuffare", "dodge-u": "Schivare(metà DES)", - "dodge-r-txt": "Dodge Roll", - "drivewagon-u": "Drive Wagon(20%)", + "dodge-r-txt": "Tiro Schivare", + "drivewagon-u": "Guidare Carri(20%)", "driveauto-u": "Guidare Auto(20%)", - "driveauto-r-txt": "Drive Auto Roll", + "driveauto-r-txt": "Tiro Guidare Auto", "drive-u": "Guidare Auto(20%)", "elecrepair-u": "Riparazioni Elettriche(10%)", "elecrepair-r-txt": "Tiro Riparazione Elec", "elecrepair_ow-u": "Riparazioni Elettriche(10%)", - "empire-u": "Empire(25%)", + "empire-u": "Impero(25%)", "fasttalk-u": "Raggirare(05%)", - "fasttalk-r-txt": "Fast Talk Roll", + "fasttalk-r-txt": "Tiro Raggirare", "fighting(brawl)-u": "Combattere(Rissa)(25%)", - "fighting_brawl-r-txt": "Fighting(Brawl) Roll", - "fightspec1": "Fighting Specialization 1", - "fightspec2": "Fighting Specialization 2", - "fightspec3": "Fighting Specialization 3", + "fighting_brawl-r-txt": "Tiro Combattere(Rissa)", + "fightspec1": "Combattere(Altro) 1", + "fightspec2": "Combattere(Altro) 2", + "fightspec3": "Combattere(Altro) 3", "shield-u": "Scudo(15%)", - "fighting_other-u": "Fighting(Other)", - "firearms(hg)-u": "Armi da Fuoco(Pistola)(20%)", - "firearms_hg-r-txt": "Firearms(HG) Roll", - "firearms(r/s)-u": "Firearms(R/S)(25%)", - "firearms_rs-r-txt": "Firearms(R/S) Roll", - "firearms_s_m_g-u": "Firearms(SMG)(15%)", - "firearms_other-u": "Firearms(Other)", - "firearms_electr-u": "Firearms(Electr.)(25%)", + "fighting_other-u": "Combattere(Altro)", + "firearms(hg)-u": "A. da Fuoco(Pistola)(20%)", + "firearms_hg-r-txt": "Tiro A. da Fuoco(Pistola)", + "firearms(r/s)-u": "A. da Fuoco(Fucili/Shotgun)(25%)", + "firearms_rs-r-txt": "Tiro A. da Fuoco(Fucili/Shotgun)", + "firearms_s_m_g-u": "A. da Fuoco(Mitra)(15%)", + "firearms_other-u": "A. da Fuoco (altro)", + "firearms_electr-u": "A. da Fuoco (Elettr.)(25%)", "firstaid-u": "Primo Soccorso(30%)", - "firstaid-r-txt": "First Aid Roll", - "gambling-u": "Gambling(10%)", + "firstaid-r-txt": "Tiro Primo Soccorso", + "gambling-u": "Gioco d'Azzardo(10%)", "history-u": "Storia(05%)", - "history-r-txt": "History Roll", - "insight-da": "Insight(05%)", + "history-r-txt": "Tiro Storia", + "insight-da": "Intuire(05%)", "intimidate-u": "Intimidire(15%)", - "intimidate-r-txt": "Intimidate Roll", - "jump_da-u": "Jump(25%)", + "intimidate-r-txt": "Tiro Intimidire", + "jump_da-u": "Saltare(25%)", "jump-u": "Saltare(20%)", - "jump-r-txt": "Jump Roll", + "jump-r-txt": "Tiro Saltare", "language(own)-u": "Lingua (Madre)(IST)", - "language_own-r-txt": "Language(Own) Roll", + "language_own-r-txt": "Tiro Lingua (Madre)", "otherlanguage1": "Other Language 1", "otherlanguage2": "Other Language 2", "law-u": "Legge(05%)", - "law-r-txt": "Law Roll", + "law-r-txt": "Tiro Legge", "libraryuse-u": "Biblioteconomia(20%)", - "libraryuse-r-txt": "Library Use Roll", - "libraryuse_da-u": "Library Use(05%)", - "listen_da-u": "Listen(25%)", + "libraryuse-r-txt": "Tiro Biblioteconomia", + "libraryuse_da-u": "Biblioteconomia(05%)", + "listen_da-u": "Ascoltare(25%)", "listen-u": "Ascoltare(20%)", - "listen-r-txt": "Listen Roll", - "listen_mdr-u": "Listen(25%)", + "listen-r-txt": "Tiro Ascoltare", + "listen_mdr-u": "Ascoltare(25%)", "locksmith-u": "Scassinare(01%)", - "locksmith-r-txt": "Locksmith Roll", + "locksmith-r-txt": "Tiro Scassinare", "mechrepair-u": "Riparazioni Meccaniche(10%)", - "mechrepair-r-txt": "Mech Repair Roll", + "mechrepair-r-txt": "Tiro Riparazioni Meccaniche", "medicine-u": "Medicina(01%)", - "medicine-r-txt": "Medicine Roll", + "medicine-r-txt": "Tiro Medicina", "naturalworld-u": "Naturalistica(10%)", - "naturalworld-r-txt": "Natural World Roll", - "naturalworld_da-u": "Natural World(20%)", - "naturalworld_et-u": "Natural World(20%)", + "naturalworld-r-txt": "Tiro Naturalistica", + "naturalworld_da-u": "Naturalistica(20%)", + "naturalworld_et-u": "Naturalistica(20%)", "navigate-u": "Navigare(10%)", - "navigate-r-txt": "Navigate Roll", + "navigate-r-txt": "Tiro Navigare", "occult-u": "Occultismo(05%)", - "occult-r-txt": "Occult Roll", + "occult-r-txt": "Tiro Occultismo", "ophvmachine-u": "Manovrare Macchinari Pesanti(01%)", - "ophvmachine-r-txt": "Op Hv Machine Roll", + "ophvmachine-r-txt": "Tiro Manovrare Macchinari Pesanti", "ownkingdom_da-u": "Own Kingdom(20%)", "otherkingdom1": "Other Kingdom 1", "otherkingdom2": "Other Kingdom 2", "persuade-u": "Persuadere(10%)", - "persuade-r-txt": "Persuade Roll", - "pilotboat-u": "Pilot Boat(01%)", + "persuade-r-txt": "Tiro Persuadere", + "pilotboat-u": "Pilotare Natanti(01%)", "psychology-u": "Psicologia(10%)", - "psychology-r-txt": "Psychology Roll", + "psychology-r-txt": "Tiro Psicologia", "psychoanalysis-u": "Psicoanalisi(01%)", - "psychoanalysis-r-txt": "Psychoanalysis Roll", + "psychoanalysis-r-txt": "Tiro Psicoanalisi", "readandwritelang1": "Read and Write Language 1", "readandwritelang2": "Read and Write Language 2", - "religion-u": "Religion(20%)", - "repair/devise-u": "Repair/Devise(20%)", + "religion-u": "Religione(20%)", + "repair/devise-u": "Riparare/Creare(20%)", "ride-u": "Cavalcare(05%)", - "ride-r-txt": "Ride Roll", - "ride_ow-u": "Ride(15%)", - "rope_use_ow-u": "Rope Use(05%)", - "scavenge-u": "Scavenge(15%)", + "ride-r-txt": "Tiro Cavalcare", + "ride_ow-u": "Cavalcare(15%)", + "rope_use_ow-u": "Uso della Corda(05%)", + "scavenge-u": "Recuperare(15%)", "sleightofhand-u": "Rapidità di Mano(10%)", - "sleightofhand-r-txt": "Sleight of Hand Roll", - "sleight_of_hand_da": "Sleight of Hand(25%)", + "sleightofhand-r-txt": "Tiro Rapidità di Mano", + "sleight_of_hand_da": "Rapidità di Mano(25%)", "spothidden-u": "Individuare(25%)", - "spothidden-r-txt": "Spot Hidden Roll", + "spothidden-r-txt": "Tiro Individuare", "stealth-u": "Furtività(20%)", - "stealth-r-txt": "Stealth Roll", - "swim_da-u": "Swim(25%)", + "stealth-r-txt": "Tiro Furtività", + "swim_da-u": "Nuotare(25%)", "swim-u": "Nuotare(20%)", - "swim-r-txt": "Swim Roll", - "techrepair-u": "Tech. Repair(01%)", + "swim-r-txt": "Tiro Nuotare", + "techrepair-u": "Riparare Tecnologia(01%)", "throw-u": "Lanciare(20%)", - "throw-r-txt": "Throw Roll", - "throw_da-u": "Throw(25%)", - "track-u": "Track(10%)", - "track-r-txt": "Track Roll", - "trap-u": "Trap(10%)", + "throw-r-txt": "Tiro Lanciare", + "throw_da-u": "Lanciare(25%)", + "track-u": "Seguire Tracce(10%)", + "track-r-txt": "Tiro Seguire Tracce", + "trap-u": "Creare Trappole(10%)", "otherskills-u": "Altre Abilità:", "animalhandling-u": "Addestrare Animali(05%)", "firearms(varies)-u": "Armi da Fuoco(Varie)", @@ -193,44 +193,44 @@ "artillery-u": "Artiglieria(01%)", "language(other)-u": "Linguaggio(altro)(01%)", "computeruse-u": "Usare Computer(05%)", - "computermaint_ic-u": "Computer Maint.(05%)", + "computermaint_ic-u": "Manutenzione Computer(05%)", "pilot-u": "Pilotare(01%)", - "demolitions-u": "Demolizione(01%)", - "demolitions-txt": "Demolitions Roll", + "demolitions-u": "Esplosivi(01%)", + "demolitions-txt": "Tiro Esplosivi", "readlips-u": "Leggere Labbra(01%)", "electronics-u": "Elettronica(01%)", "science-u": "Scienza(01%)", "fighting(varies)-u": "Combattere(Varie)", "survival-u": "Sopravvivenza(10%)", - "sysops-u": "SysOps(10%)", + "sysops-u": "Operatore di Sistema(10%)", "zerog_ic-u": "Zero-G(05%)", - "talents-u": "Talents", + "talents-u": "Talenti", "shield-z": "Scudo", - "head-u": "Head", - "body-u": "Body", - "l_arm-u": "L.Arm", - "chest-u": "Chest", - "r_arm-u": "R.Arm", - "l_leg-u": "L.Leg", - "abdmn-u": "Abdmn", - "r_leg-u": "R.Leg", - "item-u": "Item", - "defence-u": "Defence", + "head-u": "Testa", + "body-u": "Corpo", + "l_arm-u": "Braccio Sx.", + "chest-u": "Torace", + "r_arm-u": "Braccio Dx.", + "l_leg-u": "Gamba Sx.", + "abdmn-u": "Addome", + "r_leg-u": "Gamba Dx.", + "item-u": "Oggetto", + "defence-u": "Difesa", "weapons-u": "Armi", - "combat-u": "Combat", + "combat-u": "Combattimento", "weaponname-u": "Arma", "skill-u": "Abilità", "damage-u": "Danno", "range-u": "Gittata", "attacks-u": "Attacchi", "ammo-u": "Munizioni", - "malf-u": "Malf", + "malf-u": "Avaria", "Fighting(Brawl)": "Combattere(Rissa)", - "Firarms(HG)": "Armi da Fuoco(Pistola)", - "Firarms(SMG)": "Firarms(SMG)", - "Firarms(R/S)": "Armi da Fuoco(Fucile/Shottgun)", - "Fighting(Other)": "Fighting(Other)", - "Firarms(Electr.)": "Firarms(Electr.)", + "Firarms(HG)": "A. da Fuoco(Pistola)", + "Firarms(SMG)": "A. da Fuoco(Mitra)", + "Firarms(R/S)": "A. da Fuoco(Fucili/Shotgun)", + "Fighting(Other)": "Combattere (Altro)", + "Firarms(Electr.)": "A. da fuoco(Elettr.)", "Throw": "Lanciare", "Other Skill #1": "Altra abilità #1", "Other Skill #2": "Altra abilità #2", @@ -243,42 +243,42 @@ "Other Skill #9": "Altra abilità #9", "Other Skill #10": "Altra abilità #10", "spells-u": "Incantesimi", - "companions&mounts-u": "Companions & Mounts", - "vehicles-u": "Vehicles", - "cap-u": "Capacity", + "companions&mounts-u": "PNG", + "vehicles-u": "Veicoli", + "cap-u": "Capacità", "vehicleattack-u": "Vehicular Impact Attack", - "operatorskill": "Operator's Skill", + "operatorskill": "Abilità Operatore", "MountedWeaponSkill": "Mounted Weapon Skill", - "generalinfo-u": "General Info", - "cargo-u": "Cargo", - "passengers-u": "Passengers", + "generalinfo-u": "Informazioni Generali", + "cargo-u": "Stiva", + "passengers-u": "Passeggeri", "san-u": "SAN", "HP-z": "PF", - "MP-z": "MP", + "MP-z": "PM", "armor-z": "Armatura", "db-z": "DB", "bdb-u": "B/DB", "damage&db-z": "Dam+DB", "dam-z": "Dam", "MOV-u": "MOV", - "skill1": "Skill 1", - "skill2": "Skill 2", - "skill3": "Skill 3", - "skill4": "Skill 4", - "skill5": "Skill 5", - "skill6": "Skill 6", - "skill7": "Skill 7", - "skill8": "Skill 8", - "gearandpossessions-u": "Gear and Possessions", + "skill1": "Abilità 1", + "skill2": "Abilità 2", + "skill3": "Abilità 3", + "skill4": "Abilità 4", + "skill5": "Abilità 5", + "skill6": "Abilità 6", + "skill7": "Abilità 7", + "skill8": "Abilità 8", + "gearandpossessions-u": "Attrezzatura & Equipaggiamento", "cashandassets-u": "Contanti e proprietà", "spendinglevel-u": "Livello di spesa", "cash-u": "Contante", - "assets-u": "Oggetti di valore", + "assets-u": "Proprietà", "backstory-u": "Trascorsi", "Personal Description": "Descrizione personale", "Ideology/Beliefs": "Ideologia/credo", "Significant People": "Persone importanti", - "Meaningful Locations": "Luoghi importanti", + "Meaningful Locations": "Luoghi significativi", "Treasured Possessions": "Oggetti di Valore", "Traits": "Tratti", "Injuries & Scars": "Ferite & Cicatrici", @@ -287,28 +287,28 @@ "Encounters with Strange Entities": "Incontri con Strane Entità", "Encounters with Strange Entities-z": "Incontri con Strane Entità", "majorwound-z": "Ferita Grave", - "dying-z": "Dying", + "dying-z": "Morente", "pulphp-z": "Pulp PF", "unarmed-z": "Disarmato", "dodge-z": "Schivare", - "current-mental-condition": "Current Mental Condition", - "body-hit-location": "Body Hit Location", - "rolled": "Rolled:", - "right-leg": "Right Leg", - "left-leg": "Left Leg", - "abdomen": "Abdomen", - "chest": "Chest", - "right-arm": "Right Arm", - "left-arm": "Left Arm", - "head": "Head", + "current-mental-condition": "Condizione Mentale Attuale", + "body-hit-location": "Zona del corpo colpita", + "rolled": "Tirato:", + "right-leg": "Gamba destra", + "left-leg": "Gamba sinistra", + "abdomen": "Addome", + "chest": "Torace", + "right-arm": "Braccio destro", + "left-arm": "Braccio sinistro", + "head": "Testa", "downtime-u": "Downtime", - "scenarioname-u": "Scenario Name", - "scenarioinfo-u": "Conclusion & Info", - "scenariorewards-u": "Rewards", - "spellname-u": "Spell Name", - "cost-u": "Cost", - "castime-u": "Tempo di lancio", - "description-u": "Description", + "scenarioname-u": "Nome Scenario", + "scenarioinfo-u": "Conclusione & Informazioni", + "scenariorewards-u": "Ricompense", + "spellname-u": "Nome Incantesimo", + "cost-u": "Costo", + "castime-u": "Tempo di Lancio", + "description-u": "Descrizione", "bout-of-madness-u-time": "Bout of Madness - Real Time", "bout-of-madness-u-summary": "Bout of Madness - Summary", "amnesia": "Amnesia:", @@ -350,14 +350,14 @@ "critical": "Critico", "success": "Successo", "hard": "Duro", - "extreme": "Extreme", - "fumble": "Fumble", - "fail": "Fail", - "malf": "Malf:", - "result": "Result:", - "dam": "Dam:", + "extreme": "Estremo", + "fumble": "Fallimento", + "fail": "Fallire", + "malf": "Avaria:", + "result": "Risultato", + "dam": "Danno:", "pulp-bout-of-madness-u-time": "Pulp Bout of Madness - Real-Time", - "crazy-pan": "Crazy Plan:", + "crazy-pan": "Piano folle:", "rage": "Rage:", "gloat": "Gloat:", "relax": "Relax:", diff --git a/CortexPrime-Tales-of-Xadia-Playtest/ToX-CortexPrime.css b/CortexPrime-Tales-of-Xadia-Playtest/ToX-CortexPrime.css index 7f82c5e0d8..7967a416f3 100644 --- a/CortexPrime-Tales-of-Xadia-Playtest/ToX-CortexPrime.css +++ b/CortexPrime-Tales-of-Xadia-Playtest/ToX-CortexPrime.css @@ -13,9 +13,10 @@ /* Layout */ - sheet-template-container, + .sheetform, + .sheet-template-container, .charsheet { - background-image: url(https://raw.githubusercontent.com/tapiochre/roll20-character-sheets/master/CortexPrime-Tales-of-Xadia-Playtest/assets/parchment.jpg); + background-image: url(https://raw.githubusercontent.com/tapiochre/roll20-character-sheets/master/CortexPrime-Tales-of-Xadia-Playtest/assets/parchment.jpg) !important; background-size: cover; background-color: #fffbeb; } diff --git a/CortexPrime-Tales-of-Xadia-Playtest/sheet.json b/CortexPrime-Tales-of-Xadia-Playtest/sheet.json index eeed1dd13b..7086be906c 100644 --- a/CortexPrime-Tales-of-Xadia-Playtest/sheet.json +++ b/CortexPrime-Tales-of-Xadia-Playtest/sheet.json @@ -5,6 +5,6 @@ "roll20userid": "73532", "preview": "ToX-CortexPrime.png", "instructions": "For use with the Cortex Prime Tales of Xadia Playtest.", - "legacy": true, + "legacy": false, "instructions": "Tales of Xadia: The Dragon Prince RPG - Playtest Character Sheet - Cortex Prime\n\n##Set up\n\n- Open the Journal tab, and add a new Character.\n- Click on save changes.\n- Now switch to the Character Sheet tab.\n- Check the Edit box in the top left corner.\n- Select the Character Portrait from the list - this will select and fill out the distinction blocks. Select 'Tales of Xadia logo' if you are not using any of the pregen characters.\n- Set the dice values for the Attributes, Values, and Specialities using the further drop downs.\n- Uncheck the Edit box to hide the editor.\n- Enter the remaining details - Name, Description, Value statements, Asset details and (if needed) custom Distinctions in the editable text fields.\n\n- Repeat this for each of the remaining characters.\n\n##Dice Pool Builder\n\nThe inbuilt Dice Pool Builder pulls from the character's attributes, rolls and displays the dice used and what they rolled. Hitches show up with black icons.\n\n*NOTE* This dice roller does not support the 3D dice feature in Roll20. - Also it won't work with the Beta Mobile App.\n\n##Stress and Trauma\n\nI have been using API macro's to adjust Stress values. But these are simply Attributes (Afraid, Angry, Corrupted, Exhausted, Injured, Insecure and AfraidTrauma, AngryTrauma, CorruptedTrauma, ExhaustedTrauma, InjuredTrauma, InsecureTrauma).\nAs with the Edit attribute you can add these to the Attributes and Abilities tab manually, and assign values ranging from the 4,6,8,10 or 12 corresponding to the dice value.\n\nThe traits will only display on the character sheet as they are assigned to the character, in the same manner as the Specialities. If you have added a stress and it's not showing check the spelling, Capitalisation, and dice value to be sure you got those all correct.\n*NOTE* ToX does not use d4 stress so this value can be used to hide these fields on the character sheet.\n\nAny feedback, or requests - I'm happy to hear.\n\n---\n\nTales of Xadia: The Dragon Prince Roleplaying Game is published by Fandom Inc.\nTales of Xadia: The Dragon Prince Roleplaying Game uses the Cortex system. The Cortex system and the Fandom logos are © 2020 Fandom Inc. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.\nThe Dragon Prince and all associated characters and elements are © 2020 Wonderstorm, Inc. and used under license by Fandom Inc. All rights reserved.\nArtwork and graphics © and ™ Wonderstorm, Inc. All rights reserved.\n\n\n##Changelog\n\n### v.1.2 2021-03-30\n\nUpdated the code base to match the standards used in my Cortex Hammerheads build.\nAdded support for Mobile Display.\nAdded a Roll Template matching the style in the Hammerheads build, customised to ToX.\n\n### v.1.2 2021-03-05" } \ No newline at end of file diff --git a/D6StarWars/CHANGELOG.md b/D6StarWars/CHANGELOG.md index f08c77552b..0a9a1d1d82 100644 --- a/D6StarWars/CHANGELOG.md +++ b/D6StarWars/CHANGELOG.md @@ -1,3 +1,7 @@ +### Version 2.33 (2021-04-06): +- remove duplicated control force power name field +- fix force power section width + ### Version 2.32 (2021-02-09): - add missing lightsaber damage roll button diff --git a/D6StarWars/D6StarWars.html b/D6StarWars/D6StarWars.html index c2d9e3a88b..f38844916a 100644 --- a/D6StarWars/D6StarWars.html +++ b/D6StarWars/D6StarWars.html @@ -454,7 +454,7 @@
- +
- - -
-
-
@@ -470,7 +470,6 @@
- diff --git a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css index 5ace99373f..bbd38b7aaa 100644 --- a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css +++ b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.css @@ -432,6 +432,7 @@ The solution: convert the s to type="text" and make them look like normal margin-right: 1em; } +.charsheet div.sheet-grid-combat-box, .charsheet table.sheet-table-offensive-actions, .charsheet table.sheet-table-defensive-actions, .charsheet table.sheet-table-armour-zones, @@ -548,7 +549,6 @@ The solution: convert the s to type="text" and make them look like normal .charsheet input.sheet-tab83:checked ~ div.sheet-section-Orte, .charsheet input.sheet-tab10:checked ~ div.sheet-section-config, .charsheet input.sheet-tab101:checked ~ div.sheet-section-config1, -.charsheet input.sheet-tab102:checked ~ div.sheet-section-config2, .charsheet input.sheet-tab11:checked ~ div.sheet-section-info { border-color: #806940; border-style: solid; @@ -580,8 +580,7 @@ The solution: convert the s to type="text" and make them look like normal .charsheet div.sheet-section.sheet-section-Notizen > div.sheet-section.sheet-section-Notizblock, .charsheet div.sheet-section.sheet-section-Notizen > div.sheet-section.sheet-section-Personen, .charsheet div.sheet-section.sheet-section-Notizen > div.sheet-section.sheet-section-Orte, -.charsheet div.sheet-section.sheet-section-config > div.sheet-section.sheet-section-config1, -.charsheet div.sheet-section.sheet-section-config > div.sheet-section.sheet-section-config2 { +.charsheet div.sheet-section.sheet-section-config > div.sheet-section.sheet-section-config1 { border-bottom-style: none; } @@ -618,7 +617,6 @@ The solution: convert the s to type="text" and make them look like normal .charsheet input.sheet-tab99:checked + span.sheet-tab99, .charsheet input.sheet-tab10:checked + span.sheet-tab10, .charsheet input.sheet-tab101:checked + span.sheet-tab101, -.charsheet input.sheet-tab102:checked + span.sheet-tab102, .charsheet input.sheet-tab11:checked + span.sheet-tab11 { background-color: #bf9e60; border-color: #806940; @@ -652,60 +650,61 @@ The solution: convert the s to type="text" and make them look like normal } /* Manoeuvre-related hiding */ -.charsheet .sheet-hide-man-finte-o-sf:checked ~ table tr.sheet-hideable-man-finte-o-sf, -.charsheet .sheet-hide-man-wuchtschlag-o-sf:checked ~ table tr.sheet-hideable-man-wuchtschlag-o-sf, -.charsheet .sheet-hide-man-meisterlichesentwaffnen:checked ~ table tr.sheet-hideable-man-entwaffnen { +.charsheet .sheet-hide-man-finte-o-sf:checked ~ div div button.sheet-hideable-man-finte-o-sf, +.charsheet .sheet-hide-man-wuchtschlag-o-sf:checked ~ div div button.sheet-hideable-man-wuchtschlag-o-sf, +.charsheet .sheet-hide-man-meisterlichesentwaffnen:checked ~ div div button.sheet-hideable-man-entwaffnen { display: none!important; } -.charsheet .sheet-hide-man-finte-m-sf:not(:checked) ~ table tr.sheet-hideable-man-finte-m-sf, -.charsheet .sheet-hide-man-wuchtschlag-m-sf:not(:checked) ~ table tr.sheet-hideable-man-wuchtschlag-m-sf, -.charsheet .sheet-hide-man-ausfall:not(:checked) ~ table tr.sheet-hideable-man-ausfall, -.charsheet .sheet-hide-man-befreiungsschlag:not(:checked) ~ table tr.sheet-hideable-man-befreiungsschlag, -.charsheet .sheet-hide-man-betaubungsschlag:not(:checked) ~ table tr.sheet-hideable-man-betaubungsschlag, -.charsheet .sheet-hide-man-doppelangriff:not(:checked) ~ table tr.sheet-hideable-man-doppelangriff, -.charsheet .sheet-hide-man-entwaffnen:not(:checked) ~ table tr.sheet-hideable-man-entwaffnen, -.charsheet .sheet-hide-man-festnageln:not(:checked) ~ table tr.sheet-hideable-man-festnageln, -.charsheet .sheet-hide-man-gezielterstich:not(:checked) ~ table tr.sheet-hideable-man-gezielterstich, -.charsheet .sheet-hide-man-hammerschlag:not(:checked) ~ table tr.sheet-hideable-man-hammerschlag, -.charsheet .sheet-hide-man-klingensturm:not(:checked) ~ table tr.sheet-hideable-man-klingensturm, -.charsheet .sheet-hide-man-meisterlichesentwaffnen:not(:checked) ~ table tr.sheet-hideable-man-meisterlichesentwaffnen, -.charsheet .sheet-hide-man-niederwerfen:not(:checked) ~ table tr.sheet-hideable-man-niederwerfen, -.charsheet .sheet-hide-man-schildspalter:not(:checked) ~ table tr.sheet-hideable-man-schildspalter, -.charsheet .sheet-hide-man-sturmangriff:not(:checked) ~ table tr.sheet-hideable-man-sturmangriff, -.charsheet .sheet-hide-man-todvonlinks:not(:checked) ~ table tr.sheet-hideable-man-todvonlinks, -.charsheet .sheet-hide-man-todesstoss:not(:checked) ~ table tr.sheet-hideable-man-todesstoss, -.charsheet .sheet-hide-man-umreissen:not(:checked) ~ table tr.sheet-hideable-man-umreissen, -.charsheet .sheet-hide-man-gezieltes-ausweichen:not(:checked) ~ table tr.sheet-hideable-man-gezieltes-ausweichen, -.charsheet .sheet-hide-man-binden:not(:checked) ~ table tr.sheet-hideable-man-binden, -.charsheet .sheet-hide-man-gegenhalten:not(:checked) ~ table tr.sheet-hideable-man-gegenhalten, -.charsheet .sheet-hide-man-klingenwand:not(:checked) ~ table tr.sheet-hideable-man-klingenwand, -.charsheet .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-meisterparade, -.charsheet .sheet-hide-man-waffezerbrechen:not(:checked) ~ table tr.sheet-hideable-man-waffezerbrechen, -.charsheet .sheet-hide-man-windmuehle:not(:checked) ~ table tr.sheet-hideable-man-windmuehle, -.charsheet .sheet-hide-man-schildparade:not(:checked) ~ table tr.sheet-hideable-man-schildparade, -.charsheet .sheet-hide-man-pwparade:not(:checked) ~ table tr.sheet-hideable-man-pwparade +.charsheet .sheet-hide-man-finte-m-sf:not(:checked) ~ div div button.sheet-hideable-man-finte-m-sf, +.charsheet .sheet-hide-man-wuchtschlag-m-sf:not(:checked) ~ div div button.sheet-hideable-man-wuchtschlag-m-sf, +.charsheet .sheet-hide-man-ausfall:not(:checked) ~ div div button.sheet-hideable-man-ausfall, +.charsheet .sheet-hide-man-befreiungsschlag:not(:checked) ~ div div button.sheet-hideable-man-befreiungsschlag, +.charsheet .sheet-hide-man-betaubungsschlag:not(:checked) ~ div div button.sheet-hideable-man-betaubungsschlag, +.charsheet .sheet-hide-man-doppelangriff:not(:checked) ~ div div button.sheet-hideable-man-doppelangriff, +.charsheet .sheet-hide-man-entwaffnen:not(:checked) ~ div div button.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-festnageln:not(:checked) ~ div div button.sheet-hideable-man-festnageln, +.charsheet .sheet-hide-man-gezielterstich:not(:checked) ~ div div button.sheet-hideable-man-gezielterstich, +.charsheet .sheet-hide-man-hammerschlag:not(:checked) ~ div div button.sheet-hideable-man-hammerschlag, +.charsheet .sheet-hide-man-klingensturm:not(:checked) ~ div div button.sheet-hideable-man-klingensturm, +.charsheet .sheet-hide-man-meisterlichesentwaffnen:not(:checked) ~ div div button.sheet-hideable-man-meisterlichesentwaffnen, +.charsheet .sheet-hide-man-niederwerfen:not(:checked) ~ div div button.sheet-hideable-man-niederwerfen, +.charsheet .sheet-hide-man-schildspalter:not(:checked) ~ div div button.sheet-hideable-man-schildspalter, +.charsheet .sheet-hide-man-sturmangriff:not(:checked) ~ div div button.sheet-hideable-man-sturmangriff, +.charsheet .sheet-hide-man-todvonlinks:not(:checked) ~ div div button.sheet-hideable-man-todvonlinks, +.charsheet .sheet-hide-man-todesstoss:not(:checked) ~ div div button.sheet-hideable-man-todesstoss, +.charsheet .sheet-hide-man-umreissen:not(:checked) ~ div div button.sheet-hideable-man-umreissen, +.charsheet .sheet-hide-man-gezieltes-ausweichen:not(:checked) ~ div div button.sheet-hideable-man-gezieltes-ausweichen, +.charsheet .sheet-hide-man-binden:not(:checked) ~ div div button.sheet-hideable-man-binden, +.charsheet .sheet-hide-man-gegenhalten:not(:checked) ~ div div button.sheet-hideable-man-gegenhalten, +.charsheet .sheet-hide-man-klingenwand:not(:checked) ~ div div button.sheet-hideable-man-klingenwand, +.charsheet .sheet-hide-man-meisterparade:not(:checked) ~ div div button.sheet-hideable-man-meisterparade, +.charsheet .sheet-hide-man-waffezerbrechen:not(:checked) ~ div div button.sheet-hideable-man-waffezerbrechen, +.charsheet .sheet-hide-man-windmuehle:not(:checked) ~ div div button.sheet-hideable-man-windmuehle, +.charsheet .sheet-hide-man-schildparade:not(:checked) ~ div div button.sheet-hideable-man-schildparade, +.charsheet .sheet-hide-man-schildattacke:not(:checked) ~ div div button.sheet-hideable-man-schildattacke, +.charsheet .sheet-hide-man-pwparade:not(:checked) ~ div div button.sheet-hideable-man-pwparade { display: none; } -.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-entwaffnen, -.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ div div button.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ div div button.sheet-hideable-man-meisterlichesentwaffnen { display: none; } -.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-entwaffnen, -.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ div div button.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:not(:checked) ~ div div button.sheet-hideable-man-meisterlichesentwaffnen { display: table-row; } -.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-entwaffnen, -.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ div div button.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:not(:checked) ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ div div button.sheet-hideable-man-meisterlichesentwaffnen { display: table-row; } -.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-entwaffnen, -.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ table tr.sheet-hideable-man-meisterlichesentwaffnen { +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-entwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ div div button.sheet-hideable-man-entwaffnen, +.charsheet .sheet-hide-man-parierwaffenI:checked ~ .sheet-hide-man-meisterlichesentwaffnen:checked ~ .sheet-hide-man-meisterparade:checked ~ div div button.sheet-hideable-man-meisterlichesentwaffnen { display: table-row; } @@ -1316,7 +1315,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer table, .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt table, .sheet-rolltemplate-DSA-Fernkampf-Patzer table, -.sheet-rolltemplate-DSA-Nahkampf-Patzer table { +.sheet-rolltemplate-DSA-Nahkampf-Patzer table, +.sheet-rolltemplate-DSA-Kampf-SP table { min-width: 8em; max-width: 20em; border-style: solid; @@ -1324,8 +1324,9 @@ The solution: convert the s to type="text" and make them look like normal color: #000000; } -/* Initiative */ -.sheet-rolltemplate-DSA-Initiative table { +/* Initiative, SP */ +.sheet-rolltemplate-DSA-Initiative table, +.sheet-rolltemplate-DSA-Kampf-SP table { background-color: #f2f2f2; border-color: #b3b3b3; } @@ -1416,7 +1417,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer th, .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt th, .sheet-rolltemplate-DSA-Nahkampf-Patzer th, -.sheet-rolltemplate-DSA-Fernkampf-Patzer th { +.sheet-rolltemplate-DSA-Fernkampf-Patzer th, +.sheet-rolltemplate-DSA-Kampf-SP th { font-variant: small-caps; font-weight: 700; padding: 0.2em; @@ -1436,7 +1438,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer td, .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt td, .sheet-rolltemplate-DSA-Nahkampf-Patzer td, -.sheet-rolltemplate-DSA-Fernkampf-Patzer td { +.sheet-rolltemplate-DSA-Fernkampf-Patzer td, +.sheet-rolltemplate-DSA-Kampf-SP td { padding: 0.2em; } @@ -1515,7 +1518,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer span.sheet-abbr, .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt span.sheet-abbr, .sheet-rolltemplate-DSA-Nahkampf-Patzer span.sheet-abbr, -.sheet-rolltemplate-DSA-Fernkampf-Patzer span.sheet-abbr { +.sheet-rolltemplate-DSA-Fernkampf-Patzer span.sheet-abbr, +.sheet-rolltemplate-DSA-Kampf-SP span.sheet-abbr { text-decoration-line: underline; text-decoration-style: dotted; } @@ -1534,6 +1538,7 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt .inlinerollresult, .sheet-rolltemplate-DSA-Nahkampf-Patzer .inlinerollresult, .sheet-rolltemplate-DSA-Fernkampf-Patzer .inlinerollresult, +.sheet-rolltemplate-DSA-Kampf-SP .inlinerollresult, .sheet-rolltemplate-DSA-Eigenschaft .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Liturgien .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Zauber .inlinerollresult.fullcrit, @@ -1548,6 +1553,7 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Nahkampf-Patzer .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Fernkampf-Patzer .inlinerollresult.fullcrit, +.sheet-rolltemplate-DSA-Kampf-SP .inlinerollresult.fullcrit, .sheet-rolltemplate-DSA-Eigenschaft .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Liturgien .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Zauber .inlinerollresult.fullfail, @@ -1562,6 +1568,7 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Nahkampf-Patzer .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Fernkampf-Patzer .inlinerollresult.fullfail, +.sheet-rolltemplate-DSA-Kampf-SP .inlinerollresult.fullfail, .sheet-rolltemplate-DSA-Eigenschaft .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Liturgien .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Zauber .inlinerollresult.importantroll, @@ -1575,7 +1582,8 @@ The solution: convert the s to type="text" and make them look like normal .sheet-rolltemplate-DSA-Kampf-Treffer .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Kampf-Treffer-gezielt .inlinerollresult.importantroll, .sheet-rolltemplate-DSA-Nahkampf-Patzer .inlinerollresult.importantroll, -.sheet-rolltemplate-DSA-Fernkampf-Patzer .inlinerollresult.importantroll { +.sheet-rolltemplate-DSA-Fernkampf-Patzer .inlinerollresult.importantroll, +.sheet-rolltemplate-DSA-Kampf-SP .inlinerollresult.importantroll { border: none; padding: 0; background-color: unset; @@ -1626,7 +1634,7 @@ The solution: convert the s to type="text" and make them look like normal .charsheet .sheet-hide-shield:not(:checked) ~ span.sheet-hideable-shield-active, .charsheet .sheet-hide-parry-weapon:not(:checked) ~ div.sheet-hideable-parry-weapon-active, .charsheet .sheet-hide-parry-weapon:not(:checked) ~ span.sheet-hideable-parry-weapon-active { - display: none; + display: none; } .charsheet .sheet-hide-melee-weapon-1:checked ~ div.sheet-hideable-melee-weapon-none, @@ -1640,7 +1648,6 @@ The solution: convert the s to type="text" and make them look like normal .sheet-active-melee { display: grid; grid-template-columns: 10em auto; - grid-template-rows: [weapon] 50% [shield-parry] 50%; grid-gap: 0.2em; } @@ -1654,10 +1661,6 @@ The solution: convert the s to type="text" and make them look like normal } .sheet-flex-container { - grid-column-start: 2; - grid-column-end: 2; - grid-row-start: auto; - grid-row-end: auto; display: flex; flex-direction: row; flex-wrap: wrap; @@ -1665,6 +1668,17 @@ The solution: convert the s to type="text" and make them look like normal align-content: flex-start; } +.sheet-flex-container-melee-head { + grid-column-start: 2; + grid-column-end: 2; + grid-row-start: auto; + grid-row-end: auto; +} + +.charsheet div.sheet-flex-container-melee-head input[type="text"]:read-only.sheet-stat-immutable { + width: 1.5em; +} + .sheet-flex-container > div:first-child { margin: auto; padding-right: 0.3em; @@ -1680,3 +1694,90 @@ The solution: convert the s to type="text" and make them look like normal margin: auto; padding-left: 0.3em; } + + +.sheet-combat-box { + border: 0.2em solid #806940; + border-collapse: separate; + margin-top: 0.25em; + margin-bottom: 0.2em; + padding: 0.4em; +} + +.sheet-combat-weapon-attack { + grid-area: weapon-attack; +} +.sheet-combat-weapon-parry { + grid-area: weapon-parry; +} +.sheet-combat-shield { + grid-area: shield; +} + +.sheet-combat-damage { + grid-area: damage; +} + +.sheet-grid-melee-actions-container { + display: grid; + grid-gap: 0.2em; + grid-template-areas: + "weapon-attack weapon-parry shield" + "damage damage damage"; +} + +.sheet-flex-container-wound-zone { + display: flex; + flex-direction: column; +} + +.sheet-flex-container-wound-zone > span { + text-align: center; +} + +table.sheet-wound-effects-table tr, +table.sheet-wound-effects-table th, +table.sheet-wound-effects-table td,{ + padding: 0.4em; + padding-top: 0.2em; + padding-bottom: 0.2em; +} + +.sheet-grid-melee-actions { + display: grid; + grid-template-columns: 5px auto auto 5px; + grid-auto-rows: 30px; + border: 1px solid blacK; +} + +.sheet-grid-melee-actions-button { + grid-column-start: 2; + grid-row-start: auto; + justify-self: left; + align-self: center; +} + +.sheet-grid-melee-actions-button-mod { + grid-column-start: 3; + grid-row-start: auto; + justify-self: right; + align-self: center; +} + +.sheet-grid-melee-actions-button-single { + grid-column-start: 2; + grid-column-end: span 2; + grid-row-start: auto; + justify-self: left; + align-self: center; +} + +.sheet-grid-melee-actions-label { + grid-column-start: 2; + grid-column-end: span 2; + grid-row-start: auto; + align-self: center; + text-align: center; + font-weight: bold; +} + diff --git a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html index 97d4e6fbc0..3f438cd4fa 100644 --- a/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html +++ b/Das_Schwarze_Auge_4-1/dsa4_1_character_sheet_roll20.html @@ -676,7 +676,7 @@
C
BE−5
- +
@@ -687,7 +687,7 @@
D
-
- +
@@ -698,7 +698,7 @@
D
BE−5
- +
@@ -709,7 +709,7 @@
E
BE−3
- +
@@ -720,7 +720,7 @@
D
BE−2
- +
@@ -852,7 +852,7 @@
E
BE−2
- +
@@ -896,7 +896,7 @@
D
BE−2
- +
@@ -907,7 +907,7 @@
C
BE−3
- +
@@ -918,7 +918,7 @@
C
BE−2
- +
@@ -3582,7 +3582,6 @@
Spezialisierung
TaW
Komp
-
@@ -3933,6 +3932,7 @@ + @@ -3955,7 +3955,6 @@
Spezialisierung
TaW
Komp
-
@@ -10093,6 +10092,12 @@
+ + + + +
+
magische Vorteile
@@ -10291,7 +10296,7 @@
- + @@ -10387,7 +10392,7 @@ - + @@ -10483,7 +10488,7 @@ - + @@ -10579,7 +10584,7 @@ - + @@ -10665,7 +10670,7 @@ - + @@ -10743,7 +10748,7 @@ - + @@ -10821,7 +10826,7 @@ - + @@ -10899,7 +10904,7 @@ - + @@ -11191,6 +11196,12 @@ + @@ -11199,7 +11210,7 @@ -
+ + GS BE mit mit W6 @@ -11216,7 +11227,7 @@
Waffe -
+
AT:
PA:
@@ -11227,7 +11238,7 @@
BF:
-
+
AT:
PA:
@@ -11238,7 +11249,7 @@
BF:
-
+
AT:
PA:
@@ -11249,7 +11260,7 @@
BF:
-
+
AT:
PA:
@@ -11259,13 +11270,13 @@
INI:
BF:
-
Keine aktive Waffe gewählt. Aktive Waffe unter „Ausrüstung“ wählen.
+
Keine aktive Waffe gewählt. Aktive Waffe unter „Ausrüstung“ wählen.
Schild -
+
-
AT: X
+
AT:
PA:
TP(A):
TP/KK:
@@ -11276,7 +11287,7 @@ Parierwaffe -
+
AT: X
PA:
@@ -11286,14 +11297,21 @@
INI:
BF:
+ + Rüstschutz +
+
Kopf:
+
Brust:
+
Rücken:
+
Bauch:
+
Arm (l.):
+
Arm (r.):
+
Bein (l.):
+
Bein (r.):
+
- -
- + @@ -11315,112 +11333,7 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AngriffProben
ManöverProben
- + @@ -11431,112 +11344,196 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ParadeProben
ManöverProben
+ + + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Zonenrüstschutz
Kopf
BrustRücken
Bauch
Arm (links)Arm (rechts)
Bein (links)Bein (rechts)
+
+
+
Attacke
+ + + + + + + +
Manöver
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ +
+
Parade-Aktionen
+ + + + + + + + +
Parade-Manöver
+ + + + + + + + + + + + + + + + +
+ +
+
Schild-Aktionen
+ + + + + + + + + + + + + + + +
+
+
+ Schadenspunkte + + + + + + + + + +
+
+ Wunden +
+ Kopf + + + + + +
+
+ Brust/Rücken + + + + + +
+
+ Bauch + + + + + +
+
+ Arm (l.) + + + + + +
+
+ Arm (r.) + + + + + +
+
+ Bein (l.) + + + + + +
+
+ Bein (r.) + + + + + +
+
+ @@ -11577,7 +11574,7 @@ - + @@ -11587,7 +11584,7 @@ - + @@ -11597,7 +11594,7 @@ - + @@ -11607,25 +11604,21 @@ - +
+ + GS  () W6 + ////  () W6 + ////  () W6 + ////  () W6 + //// ////
- -
- @@ -11942,14 +11935,14 @@ + - + -
Fernkampfangriff
+ +
 

Kampfsonderfertigkeiten

@@ -12518,270 +12511,40 @@
- - -
-
-

Wunden / Trefferzonen

-
-
Wundschwelle - - Eisern? - -
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Kopf - Brust/Rücken - Bauch - RA - LA - RB - LB -
-   -   - - -   -   - - -   -   - - -   -   - - -   -   - - -   -   - - -   -   - -
- - - - - - - - - - - - - -
-
- -

Effekte der Wunden

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Trefferzone - 1. & 2. Wunde - 3. Wunde -
Kopf - MU, KL, IN, INI-Basis –2, INI –2W6+2W6 SP, bewusstlos, Blutverlust
Brust/Rücken - AT, PA, KO, KK –1; +1W6 SPbewusstlos, Blutverlust
Bauch - AT, PA, KO, KK, GS, INI-Basis –1; +1W6 SPbewusstlos, Blutverlust
Arme - AT, PA, KK, FF –2Arm handlungsunfähig
Beine - AT, PA, GE, INI-Basis –2; GS –1Sturz, kampfunfähig
+
+

Wundeffekte

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Trefferzone1., 2. und 3. WundeZusatzeffekte der 3. Wunde
KopfMU, KL, IN, INI-Basis je −2, INI −2W62W6 SP, bewusstlos, Blutverlust
Brust/RückenAT, PA, FK, KO, KK je −1, 1W6 SPbewusstlos, Blutverlust
BauchAT, PA, FK, KO, KK, GS, INI-Basis je −1; 1W6 SPbewusstlos, Blutverlust
ArmeAT, PA, FK, KK, FF je −2Arm handlungsunfähig
BeineAT, PA, FK, GE, INI-Basis je −2; GS −1Sturz, kampfunfähig
@@ -12835,8 +12598,6 @@
Anzeige - - Optionalregeln
- - Schadensbonus aus aktiver Waffe inkl. TP/KK (bei Wahl mehrerer aktiver Waffen wird addiert!) - - - - - Ausweichen-Wert für den Kampf (quasi deaktiviert im Zuge der Umstellung auf das WdS-System zum Ausweichen) - -
-
+

Entwickler

+

In chronologischer Reihenfolge: Gereon Heinemann (Original), Patrick Gebhardt, Steven „Isu“ Koenig, apehead, Christian Schwerdtfeger. Dank an: G V., Kai, SepDepp.

+

Ihr möchtet mithelfen oder einen Fehler melden? Dann hinterlasst ein „Issue“ auf GitHub (Deutsch oder Englisch):
+ +

Infos zum Charakterbogen

Dieser Charakterbogen wird weiterentwickelt. Dabei bleibt es nicht aus, dass alte Daten nicht mehr ohne Weiteres in den veränderten Bogen passen. Wenn es nötig wird, werden die alten Daten automatisch im Hintergrund umgewandelt. Da es aber immer zu Fehlern kommen kann, stehen für jeden Versionssprung hier weiterhin die alten Daten (inklusive ihrer Funktionalität) zur Verfügung. So wird sichergestellt, dass keine Daten verlorengehen und das Spiel weitergehen kann.

Videos zu einzelnen Updates, nicht immer pünktlich zum Release einer neuen Charakterbogenversion:

-

Update auf Version 20200809

+

Updates auf Versionen 20200809 und 20210413

Es werden zwar gewisse Migrationen durchgeführt, dabei aber keine größeren Umstellungen vorgenommen. Daher gibt es hier auch keine alten Daten, die möglicherweise gerettet werden müssten. :)

Update auf Version 20190513

@@ -13010,9 +12755,7 @@
- „Das Schwarze Auge“-Heldenbogen für Roll20.net, Version -
Autoren: Gereon Heinemann (Original), Patrick Gebhardt, Steven 'Kreuvf' Koenig, apehead, Christian Schwerdtfeger. -
Dank an: G V., Kai, SepDepp + „Das Schwarze Auge“-Heldenbogen für Roll20.net, Version
@@ -13941,15 +13684,15 @@ {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} - {{#rollTotal() pruefwurf eff_wert}} + {{#rollTotal() pruefwurf wert}} - {{/rollTotal() pruefwurf eff_wert}} - {{#rollLess() pruefwurf eff_wert}} + {{/rollTotal() pruefwurf wert}} + {{#rollLess() pruefwurf wert}}
- {{/rollLess() pruefwurf eff_wert}} - {{#rollGreater() pruefwurf eff_wert}} + {{/rollLess() pruefwurf wert}} + {{#rollGreater() pruefwurf wert}}
- {{/rollGreater() pruefwurf eff_wert}} + {{/rollGreater() pruefwurf wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} {{/rollWasFumble() wurf}} @@ -13989,15 +13732,15 @@ {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} - {{#rollTotal() pruefwurf eff_wert}} + {{#rollTotal() pruefwurf wert}}
- {{/rollTotal() pruefwurf eff_wert}} - {{#rollLess() pruefwurf eff_wert}} + {{/rollTotal() pruefwurf wert}} + {{#rollLess() pruefwurf wert}}
- {{/rollLess() pruefwurf eff_wert}} - {{#rollGreater() pruefwurf eff_wert}} + {{/rollLess() pruefwurf wert}} + {{#rollGreater() pruefwurf wert}}
- {{/rollGreater() pruefwurf eff_wert}} + {{/rollGreater() pruefwurf wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} {{/rollWasFumble() wurf}} @@ -14038,15 +13781,15 @@ {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} - {{#rollTotal() pruefwurf eff_wert}} + {{#rollTotal() pruefwurf wert}}
- {{/rollTotal() pruefwurf eff_wert}} - {{#rollLess() pruefwurf eff_wert}} + {{/rollTotal() pruefwurf wert}} + {{#rollLess() pruefwurf wert}}
- {{/rollLess() pruefwurf eff_wert}} - {{#rollGreater() pruefwurf eff_wert}} + {{/rollLess() pruefwurf wert}} + {{#rollGreater() pruefwurf wert}}
- {{/rollGreater() pruefwurf eff_wert}} + {{/rollGreater() pruefwurf wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} {{/rollWasFumble() wurf}} @@ -14087,15 +13830,15 @@ {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} - {{#rollTotal() pruefwurf eff_wert}} + {{#rollTotal() pruefwurf wert}}
- {{/rollTotal() pruefwurf eff_wert}} - {{#rollLess() pruefwurf eff_wert}} + {{/rollTotal() pruefwurf wert}} + {{#rollLess() pruefwurf wert}}
- {{/rollLess() pruefwurf eff_wert}} - {{#rollGreater() pruefwurf eff_wert}} + {{/rollLess() pruefwurf wert}} + {{#rollGreater() pruefwurf wert}}
- {{/rollGreater() pruefwurf eff_wert}} + {{/rollGreater() pruefwurf wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} {{/rollWasFumble() wurf}} @@ -14187,15 +13930,15 @@ {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} - {{#rollTotal() pruefwurf eff_wert}} + {{#rollTotal() pruefwurf wert}} - {{/rollTotal() pruefwurf eff_wert}} - {{#rollLess() pruefwurf eff_wert}} + {{/rollTotal() pruefwurf wert}} + {{#rollLess() pruefwurf wert}} - {{/rollLess() pruefwurf eff_wert}} - {{#rollGreater() pruefwurf eff_wert}} + {{/rollLess() pruefwurf wert}} + {{#rollGreater() pruefwurf wert}} - {{/rollGreater() pruefwurf eff_wert}} + {{/rollGreater() pruefwurf wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -14212,15 +13955,15 @@ {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} - {{#rollTotal() pruefwurf eff_wert}} + {{#rollTotal() pruefwurf wert}} - {{/rollTotal() pruefwurf eff_wert}} - {{#rollLess() pruefwurf eff_wert}} + {{/rollTotal() pruefwurf wert}} + {{#rollLess() pruefwurf wert}} - {{/rollLess() pruefwurf eff_wert}} - {{#rollGreater() pruefwurf eff_wert}} + {{/rollLess() pruefwurf wert}} + {{#rollGreater() pruefwurf wert}} - {{/rollGreater() pruefwurf eff_wert}} + {{/rollGreater() pruefwurf wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -14235,15 +13978,15 @@ {{/rollWasFumble() pruefwurf}} {{#^rollWasCrit() pruefwurf}} {{#^rollWasFumble() pruefwurf}} - {{#rollTotal() pruefwurf eff_wert}} + {{#rollTotal() pruefwurf wert}} - {{/rollTotal() pruefwurf eff_wert}} - {{#rollLess() pruefwurf eff_wert}} + {{/rollTotal() pruefwurf wert}} + {{#rollLess() pruefwurf wert}} - {{/rollLess() pruefwurf eff_wert}} - {{#rollGreater() pruefwurf eff_wert}} + {{/rollLess() pruefwurf wert}} + {{#rollGreater() pruefwurf wert}} - {{/rollGreater() pruefwurf eff_wert}} + {{/rollGreater() pruefwurf wert}} {{/^rollWasFumble() pruefwurf}} {{/^rollWasCrit() pruefwurf}} @@ -14259,7 +14002,11 @@ title="Trefferzone zufällig ausgewählt. Basis: {{#rollTotal() target 0}}Zweibeiner gegen unbeschwänzten Zweibeiner{{/rollTotal() target 0}}{{#rollTotal() target 1}}Zweibeiner gegen beschwänzten Zweibeiner{{/rollTotal() target 1}}{{#rollTotal() target 3}}Zweibeiner gegen Vierbeiner{{/rollTotal() target 3}}{{#rollTotal() target 4}}Zweibeiner gegen Reiter{{/rollTotal() target 4}}{{#rollTotal() target 2}}Reiter gegen Zweibeiner{{/rollTotal() target 2}}">{{name}}treffer -
Unbestätigter Fernkampfpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert.Unbestätigter Fernkampfpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert.Bestätigter Fernkampfpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln.
Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten.Kritischer Treffer! Prüfwurf: {{pruefwurf}}. Besondere Auswirkungen eines unparierten Treffers beachten.Glückliche Attacke! Prüfwurf: {{pruefwurf}}.
Unbestätigter Fernkampfpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert.Unbestätigter Fernkampfpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen zum Glück verhindert.Bestätigter Fernkampfpatzer! Prüfwurf: {{pruefwurf}}. Auswirkungen erwürfeln.
{{damage}} TP auf + + {{#rollGreater() damage 0}} {{damage}} {{/rollGreater() damage 0}}{{#^rollGreater() damage 0}} 0 {{/^rollGreater() damage 0}} + {{#rollTotal() TPArt 0}}TP{{/rollTotal() TPArt 0}} + {{#rollTotal() TPArt 1}}TP(A){{/rollTotal() TPArt 1}} + auf {{#rollTotal() zone 1}} {{#rollTotal() target 0}}das linke Bein{{/rollTotal() target 0}} {{#rollTotal() target 1}}den Schwanz{{/rollTotal() target 1}} @@ -14413,6 +14160,41 @@ ID 0 1 2 3 4
+ + + + + + + + + + {{#rollTotal() art 0}} + + + + + {{/rollTotal() art 0}} + {{#rollTotal() art 1}} + + + + + + + {{/rollTotal() art 1}} +
{{name}} + {{#rollTotal() zone 0}}(Kopf){{/rollTotal() zone 0}} + {{#rollTotal() zone 1}}(Brust){{/rollTotal() zone 1}} + {{#rollTotal() zone 2}}(Rücken){{/rollTotal() zone 2}} + {{#rollTotal() zone 3}}(Bauch){{/rollTotal() zone 3}} + {{#rollTotal() zone 4}}(linker Arm){{/rollTotal() zone 4}} + {{#rollTotal() zone 5}}(rechter Arm){{/rollTotal() zone 5}} + {{#rollTotal() zone 6}}(linkes Bein){{/rollTotal() zone 6}} + {{#rollTotal() zone 7}}(rechtes Bein){{/rollTotal() zone 7}}
RS: {{RS}}WS: {{WS}}
TP: {{TP}}SP: {{SP}}
TP(A): {{TP}}SP(A): {{SP}} +
SP: {{SPausSPA}}
+
+ @@ -14611,7 +14393,7 @@ function deactivateRCC() { fkr_erschwernis_ansage_gesamt: "?{Ansage für Fernkampfangriff|0,0|1,1|2,2|3,3|4,4|5,5|6,6|7,7|8,8|9,9|10,10|11,11|12,12|13,13|14,14|15,15|16,16|17,17|18,18|19,19|20,20|21,21|22,22|23,23|24,24|25,25|26,26|27,27|28,28|29,29|30,30|31,31|32,32}", fkr_erschwernis_ohne_kampfgetuemmel: 0, fkr_kampfgetuemmel_ziele: 0, - fk_tp_roll: "&{template:DSA-Kampf-Treffer} {{name=Fernkampf}} {{target=[[?{Tabelle für zufällige Trefferzone auswählen|Zweibeiner gegen unbeschwänzten Zweibeiner,0|Zweibeiner gegen beschwänzten Zweibeiner,1|Zweibeiner gegen Vierbeiner,3|Zweibeiner gegen Reiter,4|Reiter gegen Zweibeiner,2}]]}} {{zone=[[1d20]]}} {{damage=[[?{Anzahl W6 für Schadenswurf|1,1|2,2|3,3|4,4|5,5}d6 + ?{Bonus (+)/Malus (−) der Trefferpunkte|0}]]}}" + fk_tp_roll: "&{template:DSA-Kampf-Treffer} {{name=Fernkampf}} {{target=[[?{Tabelle für zufällige Trefferzone auswählen|Zweibeiner gegen unbeschwänzten Zweibeiner,0|Zweibeiner gegen beschwänzten Zweibeiner,1|Zweibeiner gegen Vierbeiner,3|Zweibeiner gegen Reiter,4|Reiter gegen Zweibeiner,2}]]}} {{TPArt=[[0]]}} {{zone=[[1d20]]}} {{damage=[[?{Anzahl W6 für Schadenswurf|1,1|2,2|3,3|4,4|5,5}d6 + ?{Bonus (+)/Malus (−) der Trefferpunkte|0}]]}}" }); } @@ -14642,7 +14424,71 @@ on("change:vorteil_daemmerungssicht change:vorteil_nachtsicht", }); }); -on("sheet:opened change:fkw_aktiv1 change:fkw_aktiv2 change:fkw_aktiv3 change:fkw_aktiv4 change:fkwname1 change:fkwname2 change:fkwname3 change:fkwname4 change:fkwtyp1 change:fkwtyp2 change:fkwtyp3 change:fkwtyp4 change:fkwladezeit1 change:fkwladezeit2 change:fkwladezeit3 change:fkwladezeit4 change:fkwschaden1_1 change:fkwschaden2_1 change:fkwschaden3_1 change:fkwschaden4_1 change:fkwschaden1_2 change:fkwschaden2_2 change:fkwschaden3_2 change:fkwschaden4_2 change:fkw1_rw1 change:fkw1_rw2 change:fkw1_rw3 change:fkw1_rw4 change:fkw1_rw5 change:fkw2_rw1 change:fkw2_rw2 change:fkw2_rw3 change:fkw2_rw4 change:fkw2_rw5 change:fkw3_rw1 change:fkw3_rw2 change:fkw3_rw3 change:fkw3_rw4 change:fkw3_rw5 change:fkw4_rw1 change:fkw4_rw2 change:fkw4_rw3 change:fkw4_rw4 change:fkw4_rw5 change:fkw1_tprw1 change:fkw1_tprw2 change:fkw1_tprw3 change:fkw1_tprw4 change:fkw1_tprw5 change:fkw2_tprw1 change:fkw2_tprw2 change:fkw2_tprw3 change:fkw2_tprw4 change:fkw2_tprw5 change:fkw3_tprw1 change:fkw3_tprw2 change:fkw3_tprw3 change:fkw3_tprw4 change:fkw3_tprw5 change:fkw4_tprw1 change:fkw4_tprw2 change:fkw4_tprw3 change:fkw4_tprw4 change:fkw4_tprw5 change:fkw_aktiv_schuetzentyp change:sf_scharfschutze_armbrust change:sf_meisterschutze_armbrust change:sf_scharfschutze_blasrohr change:sf_meisterschutze_blasrohr change:sf_scharfschutze_bogen change:sf_meisterschutze_bogen change:sf_scharfschutze_wurfbeile change:sf_meisterschutze_wurfbeile change:sf_scharfschutze_wurfmesser change:sf_meisterschutze_wurfmesser change:sf_scharfschutze_wurfspeere change:sf_meisterschutze_wurfspeere change:sf_scharfschutze_schleuder change:sf_meisterschutze_schleuder change:nachteil_einaeugig change:nachteil_farbenblind change:nachteil_eingeschraenkter_sinn_sicht change:nachteil_nachtblind change:vorteil_daemmerungssicht change:vorteil_entfernungssinn change:vorteil_nachtsicht change:fkr_zielgroesse_raw change:fkr_entfernung_raw change:fkr_wetterlage_raw change:fkr_helligkeit_raw change:fkr_helligkeitssystem change:fkr_deckung_raw change:fkr_schussart_raw change:fkr_schussmitansage_ansage_raw change:fkr_gezielter_schuss_zweibeiner change:fkr_gezielter_schuss_vierbeiner change:fkr_gezielter_schuss_vierbeiner_variabel change:fkr_anvisieren_raw change:fkr_schussnummer_raw change:fkr_steilschuss_raw change:fkr_ort_raw change:fkr_bewegung_raw change:fkr_kampfgetuemmel change:fkr_kampfgetuemmel_beteiligte_h change:fkr_kampfgetuemmel_beteiligte_ns change:fkr_sonstiges_raw change:fkr_sonstiges_ansage_raw", +on( + "change:safe-sheet-open " + + "change:FKBasis " + + "change:TaW_Armbrust change:TaW_Belagerungswaffen change:TaW_Blasrohr " + + "change:TaW_Bogen change:TaW_Diskus change:TaW_Schleuder " + + "change:TaW_Wurfbeile change:TaW_Wurfmesser change:TaW_Wurfspeere " + + "change:FKWFK1 change:FKW_Aktiv1 change:FKW1_Spez change:FKWtyp1 " + + "change:FKWFK2 change:FKW_Aktiv2 change:FKW2_Spez change:FKWtyp2 " + + "change:FKWFK3 change:FKW_Aktiv3 change:FKW3_Spez change:FKWtyp3 " + + "change:FKWFK4 change:FKW_Aktiv4 change:FKW4_Spez change:FKWtyp4 " + + "change:FK_mod_wounds", + function() { + getAttrs([ + "FKBasis", + "TaW_Armbrust", "TaW_Belagerungswaffen", "TaW_Blasrohr", + "TaW_Bogen", "TaW_Diskus", "TaW_Schleuder", + "TaW_Wurfbeile", "TaW_Wurfmesser", "TaW_Wurfspeere", + "FKWFK1", "FKW_Aktiv1", "FKW1_Spez", "FKWtyp1", + "FKWFK2", "FKW_Aktiv2", "FKW2_Spez", "FKWtyp2", + "FKWFK3", "FKW_Aktiv3", "FKW3_Spez", "FKWtyp3", + "FKWFK4", "FKW_Aktiv4", "FKW4_Spez", "FKWtyp4", + "FK_mod_wounds", + ], function(v) { + var attrsToChange = {"FK_Aktiv": 0}; + var FKTalente = [ + "Armbrust", "Belagerungswaffen", "Blasrohr", + "Bogen", "Diskus", "Schleuder", + "Wurfbeile", "Wurfmesser", "Wurfspeere" + ]; + // Todo: Proper sanity checking of input data + if (isNaN(v["FKBasis"])) { + v["FKBasis"] = 0; + } + + if (isNaN(v["FK_mod_wounds"])) { + v["FK_mod_wounds"] = 0; + } + + // Calculation of FK values + for (FKTalent of FKTalente) { + var TaW = "TaW_" + FKTalent; + if (isNaN(v[TaW])) { + v[TaW] = 0; + } + attrsToChange["AT_" + FKTalent] = parseInt(v["FKBasis"]) + parseInt(v[TaW]); + } + + for (var i = 1; i <= 4; i++) { + v["FKWtyp" + i] = v["FKWtyp" + i].replace(/[^_a-zA-ZäöüÄÖÜß|]/g, ""); + if (v["FKWtyp" + i] === "") { + v["FKWtyp" + i] = "--"; + attrsToChange["FKWFK" + i] = 0; + continue; + } + attrsToChange["FKWFK" + i] = + attrsToChange[v["FKWtyp" + i]] + + parseInt(v["FKW" + i + "_Spez"]) + + parseInt(v["FK_mod_wounds"]); + attrsToChange["FK_Aktiv"] += attrsToChange["FKWFK" + i] * parseInt(v["FKW_Aktiv" + i]); + } + setAttrs(attrsToChange); + }); +}); + +on("change:safe-sheet-open change:fkw_aktiv1 change:fkw_aktiv2 change:fkw_aktiv3 change:fkw_aktiv4 change:fkwname1 change:fkwname2 change:fkwname3 change:fkwname4 change:fkwtyp1 change:fkwtyp2 change:fkwtyp3 change:fkwtyp4 change:fkwladezeit1 change:fkwladezeit2 change:fkwladezeit3 change:fkwladezeit4 change:fkwschaden1_1 change:fkwschaden2_1 change:fkwschaden3_1 change:fkwschaden4_1 change:fkwschaden1_2 change:fkwschaden2_2 change:fkwschaden3_2 change:fkwschaden4_2 change:fkw1_rw1 change:fkw1_rw2 change:fkw1_rw3 change:fkw1_rw4 change:fkw1_rw5 change:fkw2_rw1 change:fkw2_rw2 change:fkw2_rw3 change:fkw2_rw4 change:fkw2_rw5 change:fkw3_rw1 change:fkw3_rw2 change:fkw3_rw3 change:fkw3_rw4 change:fkw3_rw5 change:fkw4_rw1 change:fkw4_rw2 change:fkw4_rw3 change:fkw4_rw4 change:fkw4_rw5 change:fkw1_tprw1 change:fkw1_tprw2 change:fkw1_tprw3 change:fkw1_tprw4 change:fkw1_tprw5 change:fkw2_tprw1 change:fkw2_tprw2 change:fkw2_tprw3 change:fkw2_tprw4 change:fkw2_tprw5 change:fkw3_tprw1 change:fkw3_tprw2 change:fkw3_tprw3 change:fkw3_tprw4 change:fkw3_tprw5 change:fkw4_tprw1 change:fkw4_tprw2 change:fkw4_tprw3 change:fkw4_tprw4 change:fkw4_tprw5 change:fkw_aktiv_schuetzentyp change:sf_scharfschutze_armbrust change:sf_meisterschutze_armbrust change:sf_scharfschutze_blasrohr change:sf_meisterschutze_blasrohr change:sf_scharfschutze_bogen change:sf_meisterschutze_bogen change:sf_scharfschutze_wurfbeile change:sf_meisterschutze_wurfbeile change:sf_scharfschutze_wurfmesser change:sf_meisterschutze_wurfmesser change:sf_scharfschutze_wurfspeere change:sf_meisterschutze_wurfspeere change:sf_scharfschutze_schleuder change:sf_meisterschutze_schleuder change:nachteil_einaeugig change:nachteil_farbenblind change:nachteil_eingeschraenkter_sinn_sicht change:nachteil_nachtblind change:vorteil_daemmerungssicht change:vorteil_entfernungssinn change:vorteil_nachtsicht change:fkr_zielgroesse_raw change:fkr_entfernung_raw change:fkr_wetterlage_raw change:fkr_helligkeit_raw change:fkr_helligkeitssystem change:fkr_deckung_raw change:fkr_schussart_raw change:fkr_schussmitansage_ansage_raw change:fkr_gezielter_schuss_zweibeiner change:fkr_gezielter_schuss_vierbeiner change:fkr_gezielter_schuss_vierbeiner_variabel change:fkr_anvisieren_raw change:fkr_schussnummer_raw change:fkr_steilschuss_raw change:fkr_ort_raw change:fkr_bewegung_raw change:fkr_kampfgetuemmel change:fkr_kampfgetuemmel_beteiligte_h change:fkr_kampfgetuemmel_beteiligte_ns change:fkr_sonstiges_raw change:fkr_sonstiges_ansage_raw", function() { getAttrs( [ @@ -15645,7 +15491,7 @@ on("sheet:opened change:fkw_aktiv1 change:fkw_aktiv2 change:fkw_aktiv3 change:fk + "}} {{damage=[[[[(@{FTP_W_Aktiv})]]d6 + @{FTP_Bonus_Aktiv}]]}}"; } else { // Zufällige Trefferzone - ergebnis.tp.roll = "&{template:DSA-Kampf-Treffer} {{name=Fernkampf}} {{target=[[?{Tabelle für zufällige Trefferzone auswählen|Zweibeiner gegen unbeschwänzten Zweibeiner,0|Zweibeiner gegen beschwänzten Zweibeiner,1|Zweibeiner gegen Vierbeiner,3|Zweibeiner gegen Reiter,4|Reiter gegen Zweibeiner,2}]]}} {{zone=[[1d20]]}} {{damage=[[[[(@{FTP_W_Aktiv})]]d6 + @{FTP_Bonus_Aktiv}]]}}"; + ergebnis.tp.roll = "&{template:DSA-Kampf-Treffer} {{name=Fernkampf}} {{target=[[?{Tabelle für zufällige Trefferzone auswählen|Zweibeiner gegen unbeschwänzten Zweibeiner,0|Zweibeiner gegen beschwänzten Zweibeiner,1|Zweibeiner gegen Vierbeiner,3|Zweibeiner gegen Reiter,4|Reiter gegen Zweibeiner,2}]]}} {{TPArt=[[0]]}} {{zone=[[1d20]]}} {{damage=[[[[(@{FTP_W_Aktiv})]]d6 + @{FTP_Bonus_Aktiv}]]}}"; } console.log("ergebnis.mod: ", ergebnis.mod, @@ -15682,29 +15528,55 @@ on("sheet:opened change:fkw_aktiv1 change:fkw_aktiv2 change:fkw_aktiv3 change:fk } ); -on("sheet:opened change:wound_kopf change:wound_ra change:wound_la change:wound_rb change:wound_lb change:wound_brust change:wound_bauch change:mu_basis change:mu_mod change:kl_basis change:kl_mod change:in_basis change:in_mod change:ch_basis change:ch_mod change:ff_basis change:ff_mod change:ge_basis change:ge_mod change:ko_basis change:ko_mod change:kk_basis change:kk_mod change:gs_basis change:gs_mod change:erschoepfung_mod change:eisern change:aspzugek change:auszugek change:lezugek change:mrzugek change:inizugek", function(eventInfo) { - getAttrs(["wound_kopf", "wound_ra", "wound_la", "wound_rb", "wound_lb", "wound_brust", "wound_bauch", "mu_basis", "mu_mod", "kl_basis", "kl_mod", "in_basis", "in_mod", "ch_basis", "ch_mod", "ff_basis", "ff_mod", "ge_basis", "ge_mod", "ko_basis", "ko_mod", "kk_basis", "kk_mod", "gs_basis", "gs_mod", "erschoepfung_mod", "eisern", "aspzugek", "auszugek", "lezugek", "mrzugek", "inizugek"], function(v) { - let wundeKopf = +v.wound_kopf || 0; - let wundeRA = +v.wound_ra || 0; - let wundeLA = +v.wound_la || 0; - let wundeRB = +v.wound_rb || 0; - let wundeLB = +v.wound_lb || 0; - let wundeBrust = +v.wound_brust || 0; - let wundeBauch = +v.wound_bauch || 0; +on( + "change:safe-sheet-open " + + "change:mu_basis change:mu_mod change:MU_mod_wounds " + + "change:in_basis change:in_mod change:IN_mod_wounds " + + "change:kl_basis change:kl_mod change:KL_mod_wounds " + + "change:ch_basis change:ch_mod " + + "change:ff_basis change:ff_mod change:FF_mod_wounds " + + "change:ge_basis change:ge_mod change:GE_mod_wounds " + + "change:ko_basis change:ko_mod change:KO_mod_wounds " + + "change:kk_basis change:kk_mod change:KK_mod_wounds " + + "change:gs_basis change:gs_mod change:GS_mod_wounds " + + "change:lezugek change:auszugek change:aspzugek " + + "change:mrzugek change:inizugek change:erschoepfung_mod " + + "change:eisern " + + "change:sf_gefaess_der_sterne " + + "change:sf_kampfgespur change:sf_kampfreflexe change:sf_klingentanzer " + + "change:BE_TaW " + + "change:IB_mod_wounds ", + function(eventInfo) { + getAttrs(["mu_basis", "mu_mod", "MU_mod_wounds", + "in_basis", "in_mod", "IN_mod_wounds", + "kl_basis", "kl_mod", "KL_mod_wounds", + "ch_basis", "ch_mod", + "ff_basis", "ff_mod", "FF_mod_wounds", + "ge_basis", "ge_mod", "GE_mod_wounds", + "ko_basis", "ko_mod", "KO_mod_wounds", + "kk_basis", "kk_mod", "KK_mod_wounds", + "gs_basis", "gs_mod", "GS_mod_wounds", + "lezugek", "auszugek", "aspzugek", + "mrzugek", "inizugek", "erschoepfung_mod", + "eisern", + "sf_gefaess_der_sterne", + "sf_kampfgespur", "sf_kampfreflexe", "sf_klingentanzer", + "BE_TaW", + "IB_mod_wounds"], function(v) { let update = { - 'MU': +v.mu_basis + +v.mu_mod - wundeKopf, - 'KL': +v.kl_basis + +v.kl_mod - wundeKopf, - 'IN': +v.in_basis + +v.in_mod - wundeKopf, + 'MU': Math.max(0, +v.mu_basis + +v.mu_mod + (v.MU_mod_wounds || 0)), + 'KL': Math.max(0, +v.kl_basis + +v.kl_mod + (v.KL_mod_wounds || 0)), + 'IN': Math.max(0, +v.in_basis + +v.in_mod + (v.IN_mod_wounds || 0)), 'CH': +v.ch_basis + +v.ch_mod, - 'FF': +v.ff_basis + +v.ff_mod - wundeRA - wundeLA, - 'GE': +v.ge_basis + +v.ge_mod - wundeLB - wundeRB, - 'KO': +v.ko_basis + +v.ko_mod - wundeBrust - wundeBauch, - 'KK': +v.kk_basis + +v.kk_mod - wundeBrust - wundeBauch - wundeRA - wundeLA, + 'FF': Math.max(0, +v.ff_basis + +v.ff_mod + (v.FF_mod_wounds || 0)), + 'GE': Math.max(0, +v.ge_basis + +v.ge_mod + (v.GE_mod_wounds || 0)), + 'KO': Math.max(0, +v.ko_basis + +v.ko_mod + (v.KO_mod_wounds || 0)), + 'KK': Math.max(0, +v.kk_basis + +v.kk_mod + (v.KK_mod_wounds || 0)), 'erschoepfung_basis': +v.ko_basis, 'erschoepfung_max': +v.ko_basis + +v.erschoepfung_mod, 'wundschwelle': Math.ceil((+v.ko_basis) / 2) + +v.eisern, - 'aspgrundw': Math.ceil((+v.mu_basis + +v.in_basis + +v.ch_basis) / 2), - 'asp_max': Math.ceil((+v.mu_basis + +v.in_basis + +v.ch_basis) / 2) + +v.aspzugek, + 'aspgrundw': calculateAEBase({"MU": v.mu_basis, "IN": v.in_basis, "CH": v.ch_basis, "sf_gefaess_der_sterne": v.sf_gefaess_der_sterne}), + 'asp_max': calculateAEBase({"MU": v.mu_basis, "IN": v.in_basis, "CH": v.ch_basis, "sf_gefaess_der_sterne": v.sf_gefaess_der_sterne}) + +v.aspzugek, 'ausgrundw': Math.ceil((+v.mu_basis + +v.ko_basis + +v.ge_basis) / 2), 'aus_max': Math.ceil((+v.mu_basis + +v.ko_basis + +v.ge_basis) / 2) + +v.auszugek, 'legrundw': Math.ceil(+v.ko_basis + (+v.kk_basis / 2)), @@ -15713,23 +15585,60 @@ on("sheet:opened change:wound_kopf change:wound_ra change:wound_la change:wound_ 'mr_max': Math.round((+v.mu_basis + +v.kl_basis + +v.ko_basis) / 5) + +v.mrzugek, 'ueberanstrengung_max': +v.ko_basis, 'inibasis': Math.round((+v.mu_basis + +v.mu_basis + +v.in_basis + +v.ge_basis) / 5), - 'atbasis': Math.round(((+v.mu_basis + +v.ge_basis + +v.kk_basis) / 5) - wundeBauch - wundeRA - wundeLA - wundeRB - wundeLB), - 'pabasis': Math.round(((+v.in_basis + +v.ge_basis + +v.kk_basis) / 5) - wundeBrust - wundeBauch - wundeRA - wundeLA - wundeRB - wundeLB), - 'fkbasis': Math.round(((+v.in_basis + +v.ff_basis + +v.kk_basis) / 5) - wundeBrust - wundeBauch - wundeRA - wundeLA - wundeRB - wundeLB) + 'atbasis': Math.round((+v.mu_basis + +v.ge_basis + +v.kk_basis) / 5), + 'pabasis': Math.round((+v.in_basis + +v.ge_basis + +v.kk_basis) / 5), + 'fkbasis': Math.round((+v.in_basis + +v.ff_basis + +v.kk_basis) / 5) }; - update['inibasis2'] = update['inibasis'] + +v.inizugek - wundeKopf - wundeBauch - wundeLB - wundeRB; + + /* + Calculation of "real" base initiative (inibasis2) + + Hints regarding rule interpretation: + * Kampfreflexe requires an armour with max. encumbrance of 4 (WdS, p. 75) + ** This is interpreted to mean a total encumbrance of 4 as well (due to high load) + * Kampfgespür has no requirements per se, but required Kampfreflexe + ** Kampfreflexe needs to be active, so encumbrance rules of Kampfreflexe apply to Kampfgespür as well + * Klingentänzer requires a total encumbrance of 2 + ** This is the reason for also treating Kampfreflexe's encumbrance as total encumbrance, not as encumbrance from armour only. + */ + var inibasis2 = update['inibasis'] + +v.inizugek + (v.IB_mod_wounds || 0); + + // Kampfreflexe is a prerequisite for the others, so stop if not active + var IBbonus = 0; + var INIdicecount = "1"; + if (v.sf_kampfreflexe !== "0" && v.BE_TaW <= 4) { + IBbonus += 4; + if (v.sf_kampfgespur !== "0" && v.BE_TaW <= 4) { + IBbonus += 2; + if (v.sf_klingentanzer !== "0" && v.BE_TaW <= 2) { + INIdicecount = "2"; + } else { + INIdicecount = "1"; + } + } + } + + inibasis2 += IBbonus; + inibasis2 = Math.max(0, inibasis2); + + update['inibasis2'] = inibasis2; + update['INI_dice_count'] = INIdicecount; + + // Calculate Speed (GS) + var speed; let GS = { 'Basis': +v.gs_basis, - 'Mod': +v.gs_mod, - 'GE-Einfluss': 0, - 'Wunden': wundeBauch - (wundeRB / 2) - (wundeLB / 2) + 'Mod': +v.gs_mod + (v.GS_mod_wounds || 0), + 'GE-Einfluss': 0 }; if (update['GE'] < 11) { GS['GE-Einfluss'] = -1; } else if (update['GE'] > 15) { GS['GE-Einfluss'] = 1; } - update['GS'] = GS['Basis'] + GS['Mod'] + GS['GE-Einfluss'] + GS['Wunden']; + // Speed (GS) cannot be lower than 1 + speed = Math.max(1, GS['Basis'] + GS['Mod'] + GS['GE-Einfluss']) + update['GS'] = speed; setAttrs(update); }); }); @@ -15888,88 +15797,6 @@ on("change:kegrundw change:kezugek", function(eventInfo) { }); }); -/* - Migration steps: - - if more than one close range weapon is active, only keep the first one of them as active - - if no close range weapon is active, set the first one active - - calculate attack value for "Peitsche" talent - - calculate fighting values - - set shield_pa and parryweapon_pa to 0 - - set shield_pa_available and parryweapon_pa_available to "0" - - change name of sf Ruestungsgewoehnung II to correct "sf_rustungsgewohnungII" instead of "sf_rustungsgewonungII" - - calculate BE from armor - - calculate BE modifications for weapons -*/ -function migrateTo20200809(migrationChain) { - console.log("migrateTo20200809 invoked"); - - getAttrs([ - "NKW_Aktiv1", "NKW_Aktiv2", "NKW_Aktiv3", "NKW_Aktiv4", "TaW_peitsche", "ATbasis", - "RS_gBE1", "rs1_rg1", "RS_gBE2", "rs2_rg1", "RS_gBE3", "rs3_rg1", "RS_gBE4", "rs4_rg1", - "RS_Aktiv1", "RS_Aktiv2", "RS_Aktiv3", "RS_Aktiv4", "Ges_BE", "BE_Last", "sf_rustungsgewohnungI", "sf_rustungsgewonungII", "sf_rustungsgewohnungIII", - "BE_TaW", "NKW_AT_typ1", "NKW_PA_typ1", "NKW_AT_typ2", "NKW_PA_typ2", - "NKW_AT_typ3", "NKW_PA_typ3", "NKW_AT_typ4", "NKW_PA_typ4"], function(v) { - - var attrsToChange = {}; - var activeCount = 0; - for (var i = 1; i <= 4; i++) { - if (v["NKW_Aktiv" + i] === "1") { - activeCount += 1; - } - if (activeCount > 1) { - attrsToChange["NKW_Aktiv" + i] = "0"; - } - } - if (activeCount === 0) { - attrsToChange["NKW_Aktiv1"] = "1"; - } - - var peitscheAT = 0; - if (v["TaW_peitsche"]) { - peitscheAT = parseInt(v["ATbasis"]) + parseInt(v["TaW_peitsche"]); - } - attrsToChange["AT_peitsche"] = peitscheAT; - - if (v["sf_rustungsgewonungII"] === "1") { - attrsToChange["sf_rustungsgewohnungII"] = "1"; - } - - // take calculated values into "v" so that they are available to following computation steps - Object.assign(v, attrsToChange); - - var calculatedRuestungBE = calculateRuestungBE(v, {}); - // apply calculated values to attrsToChange - Object.assign(attrsToChange, calculatedRuestungBE); - - var beTaw = 0; - // take Ges_BE from calculated values - if (calculatedRuestungBE["Ges_BE"]) { - beTaw += parseInt(calculatedRuestungBE["Ges_BE"]); - } - if (v["BE_Last"]) { - beTaw += parseInt(v["BE_Last"]); - } - attrsToChange["BE_TaW"] = beTaw; - v["BE_TaW"] = beTaw; - - var weaponBE = calculateWeaponBE(v); - attrsToChange["be_at_mod"] = weaponBE.be_at; - attrsToChange["be_pa_mod"] = weaponBE.be_pa; - - setAttrs(attrsToChange, {}, function(){ - callNextMigration(migrationChain); - }); - }); -} - -/* - this list has to be always ordered ascending in order to apply the migration steps in the correct order -*/ -var versionsWithMigrations = [ - 20190427, - 20200809 -] - /* # Old Data Conversion Always try to migrate as much data as possible @@ -15980,6 +15807,9 @@ Relevant character sheet versions * shields and parry weapons. AT- and PA value calculation using sheet workers * migrates BE calculation to sheetworkers * weapon BE calculation: attack and parry values for weapons and shields are affected by the eBE +* 20210413: shield attack +* INI mod from main weapon +* wound mods */ function migrationCheck() { getAttrs(["character_sheet_version", "data_version"], function(v) { @@ -16045,6 +15875,14 @@ function callNextMigration(migrationChain) { } } +/* + this list has to be always ordered ascending in order to apply the migration steps in the correct order +*/ +var versionsWithMigrations = [ + 20190427, + 20200809, + 20210413 +] /* ## From version 20171014 to 20190427 @@ -16248,8 +16086,204 @@ function migrateTo20190427 (migrationChain) { }); } +/* + Migration steps: + - if more than one close range weapon is active, only keep the first one of them as active + - if no close range weapon is active, set the first one active + - calculate attack value for "Peitsche" talent + - calculate fighting values + - set shield_pa and parryweapon_pa to 0 + - set shield_pa_available and parryweapon_pa_available to "0" + - change name of sf Ruestungsgewoehnung II to correct "sf_rustungsgewohnungII" instead of "sf_rustungsgewonungII" + - calculate BE from armor + - calculate BE modifications for weapons +*/ +function migrateTo20200809(migrationChain) { + console.log("migrateTo20200809 invoked"); + + getAttrs([ + "NKW_Aktiv1", "NKW_Aktiv2", "NKW_Aktiv3", "NKW_Aktiv4", "TaW_peitsche", "ATbasis", + "RS_gBE1", "rs1_rg1", "RS_gBE2", "rs2_rg1", "RS_gBE3", "rs3_rg1", "RS_gBE4", "rs4_rg1", + "RS_Aktiv1", "RS_Aktiv2", "RS_Aktiv3", "RS_Aktiv4", "Ges_BE", "BE_Last", "sf_rustungsgewohnungI", "sf_rustungsgewonungII", "sf_rustungsgewohnungIII", + "BE_TaW", "NKW_AT_typ1", "NKW_PA_typ1", "NKW_AT_typ2", "NKW_PA_typ2", + "NKW_AT_typ3", "NKW_PA_typ3", "NKW_AT_typ4", "NKW_PA_typ4"], function(v) { + + var attrsToChange = {}; + var activeCount = 0; + for (var i = 1; i <= 4; i++) { + if (v["NKW_Aktiv" + i] === "1") { + activeCount += 1; + } + if (activeCount > 1) { + attrsToChange["NKW_Aktiv" + i] = "0"; + } + } + if (activeCount === 0) { + attrsToChange["NKW_Aktiv1"] = "1"; + } + + var peitscheAT = 0; + if (v["TaW_peitsche"]) { + peitscheAT = parseInt(v["ATbasis"]) + parseInt(v["TaW_peitsche"]); + } + attrsToChange["AT_peitsche"] = peitscheAT; + + if (v["sf_rustungsgewonungII"] === "1") { + attrsToChange["sf_rustungsgewohnungII"] = "1"; + } + + // take calculated values into "v" so that they are available to following computation steps + Object.assign(v, attrsToChange); + + var calculatedRuestungBE = calculateRuestungBE(v, {}); + // apply calculated values to attrsToChange + Object.assign(attrsToChange, calculatedRuestungBE); + + var beTaw = 0; + // take Ges_BE from calculated values + if (calculatedRuestungBE["Ges_BE"]) { + beTaw += parseInt(calculatedRuestungBE["Ges_BE"]); + } + if (v["BE_Last"]) { + beTaw += parseInt(v["BE_Last"]); + } + attrsToChange["BE_TaW"] = beTaw; + v["BE_TaW"] = beTaw; + + var weaponBE = calculateWeaponBE(v); + attrsToChange["be_at_mod"] = weaponBE.be_at; + attrsToChange["be_pa_mod"] = weaponBE.be_pa; + + setAttrs(attrsToChange, {}, function(){ + callNextMigration(migrationChain); + }); + }); +} + +/* + Migration steps: + - Check for shield attack availability + - Update wound modifiers + - Update initiative modifiers from the main (melee) weapon + - Calculate initiative base and initiative dice based on three special skills (Kampfgespür, Kampfreflexe, Klingentänzer) +*/ +function migrateTo20210413(migrationChain) { + console.log("migrateTo20210413 invoked"); + + getAttrs(["activeShieldRowId"], function(values) { + var variablesToGet = [ + "sf_schildkampfI", "sf_schildkampfII", "sf_schmutzigetricks", "sf_knaufschlag", + "KK_Basis", "KK_mod", + "AT_raufen", + "NKW_Aktiv1", "NKW1_Schwellenwert", "NKW1_SchwellenwertKK", + "NKW_Aktiv2", "NKW2_Schwellenwert", "NKW2_SchwellenwertKK", + "NKW_Aktiv3", "NKW3_Schwellenwert", "NKW3_SchwellenwertKK", + "NKW_Aktiv4", "NKW4_Schwellenwert", "NKW4_SchwellenwertKK", + + "wound_kopf1", "wound_kopf2", "wound_kopf3", + "wound_brust1", "wound_brust2", "wound_brust3", + "wound_bauch1", "wound_bauch2", "wound_bauch3", + "wound_RA1", "wound_RA2", "wound_RA3", + "wound_LA1", "wound_LA2", "wound_LA3", + "wound_RB1", "wound_RB2", "wound_RB3", + "wound_LB1", "wound_LB2", "wound_LB3", + + "inibasis", "inizugek", + "INIModNKW1", "INIModNKW2", "INIModNKW3", "INIModNKW4", + "sf_kampfgespur", "sf_kampfreflexe", "sf_klingentanzer", + "BE_TaW" + ]; + // Updates for shield attack + var activeShieldRowId = values["activeShieldRowId"]; + + // Wenn es ein aktives Schild (oder Parierwaffe) gibt, möchten wir auch dessen Werte mit laden + if (activeShieldRowId) { + variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_at_mod"); + variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_pa_mod"); + variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_type"); + } + + getAttrs(variablesToGet, function(values) { + /* + * KK might be ill-defined right now (NaN) + * Reason: sheet:opened recalculates KK, but requires KK_mod_wounds + * KK_mod_wounds is existing at that point + * Make up our own little KK here for migration purposes + */ + values["KK"] = Math.max(0, parseInt(values["KK_Basis"]) + parseInt(values["KK_mod"])); + let attrsToChange = {}; + + for (var i = 1; i <= 4; i++) { + attrsToChange["NKW" + i + "_SB"] = calculateTpKKMod(values, i); + } + + let result = calculateShieldAttack(values, activeShieldRowId); + + attrsToChange["shield_at_mod"] = result.shieldAtMod; + attrsToChange["shield_at_available"] = result.shieldAtAvailable; + + // Updates for wound modifiers + var mods = calculateWoundModifiers(values); + Object.assign(attrsToChange, { + "AT_mod_wounds": mods["AT"], + "PA_mod_wounds": mods["PA"], + "FK_mod_wounds": mods["FK"], + "IB_mod_wounds": mods["IB"], + "GS_mod_wounds": mods["GS"], + "MU_mod_wounds": mods["MU"], + "IN_mod_wounds": mods["IN"], + "KL_mod_wounds": mods["KL"], + "FF_mod_wounds": mods["FF"], + "GE_mod_wounds": mods["GE"], + "KO_mod_wounds": mods["KO"], + "KK_mod_wounds": mods["KK"] + }); + + // Updates for INI modifiers + // Set INI modifier from (main) weapon + var weaponini = 0; + for (weapon = 1; weapon <= 4; weapon++) { + if (DSAsane(values["INIModNKW" + weapon], "ini-mod-weapon")) { + console.log("INIModNKW" + weapon, "is", values["INIModNKW" + weapon]); + weaponini = parseInt(values["INIModNKW" + weapon]); + } + } + attrsToChange["INI_mod_hauptwaffe"] = weaponini; + + // Calculate initiative base considering special skills and encumbrance + var inibasis2 = parseInt(values['inibasis']) + parseInt(values.inizugek) + parseInt(attrsToChange["IB_mod_wounds"]); + + // Kampfreflexe is a prerequisite for the others, so stop if not active + var IBbonus = 0; + var INIdicecount = "1"; + if (values.sf_kampfreflexe !== "0" && values.BE_TaW <= 4) { + IBbonus += 4; + if (values.sf_kampfgespur !== "0" && values.BE_TaW <= 4) { + IBbonus += 2; + if (values.sf_klingentanzer !== "0" && values.BE_TaW <= 2) { + INIdicecount = "2"; + } else { + INIdicecount = "1"; + } + } + } + + inibasis2 += IBbonus; + inibasis2 = Math.max(0, inibasis2); + + attrsToChange["inibasis2"] = inibasis2; + attrsToChange["INI_dice_count"] = INIdicecount; + + setAttrs(attrsToChange, {}, function(){ + callNextMigration(migrationChain); + }); + }); + }); +} + on("sheet:opened", function() { migrationCheck(); + setAttrs({ "safe-sheet-open": Date.now() }); }); /* @@ -16325,7 +16359,13 @@ on("change:repeating_shields:shield_active", function(eventInfo) { // Berechnet den Gesamt-AT-Wert inklusive Modifikation durch ein eventuell verwendetes Schild // sowie den PA Wert sowohl für die aktive Waffe, als auch für die Schildparade // Not working: Peitsche -on("change:PABasis change:NKW_AT_typ1 change:NKW1ATMod change:NKW_PA_typ1 change:NKW1PAMod change:NKW1_Spez change:NKW_Aktiv1 change:NKW_AT_typ2 change:NKW2ATMod change:NKW_PA_typ2 change:NKW2PAMod change:NKW2_Spez change:NKW_Aktiv2 change:NKW_AT_typ3 change:NKW3ATMod change:NKW_PA_typ3 change:NKW3PAMod change:NKW3_Spez change:NKW_Aktiv3 change:NKW_AT_typ4 change:NKW4ATMod change:NKW_AT_typ4 change:NKW4ATMod change:NKW4_Spez change:NKW_Aktiv4 change:repeating_shields change:be_at_mod change:be_pa_mod", +on("change:PABasis " + +"change:NKW_AT_typ1 change:NKW1ATMod change:NKW_PA_typ1 change:NKW1PAMod change:INIModNKW1 change:NKW1_Spez change:NKW_Aktiv1 change:NKW1_SB " + +"change:NKW_AT_typ2 change:NKW2ATMod change:NKW_PA_typ2 change:NKW2PAMod change:INIModNKW2 change:NKW2_Spez change:NKW_Aktiv2 change:NKW2_SB " + +"change:NKW_AT_typ3 change:NKW3ATMod change:NKW_PA_typ3 change:NKW3PAMod change:INIModNKW3 change:NKW3_Spez change:NKW_Aktiv3 change:NKW3_SB " + +"change:NKW_AT_typ4 change:NKW4ATMod change:NKW_PA_typ4 change:NKW4PAMod change:INIModNKW4 change:NKW4_Spez change:NKW_Aktiv4 change:NKW4_SB " + +"change:repeating_shields change:be_at_mod change:be_pa_mod " + +"change:AT_mod_wounds change:PA_mod_wounds ", function(eventInfos) { calculateCombatValues(); }); @@ -16357,14 +16397,21 @@ function calculateCombatValues() { setAttrs(attrsToChange); return; } - var variablesToGet = [ "NKW_AT_typ" + weapon, "NKW" + weapon + "ATMod", "NKW_PA_typ" + weapon, "NKW" + weapon + "PAMod", "NKW" + weapon + "_Spez", + var variablesToGet = [ + "NKW_AT_typ" + weapon, "NKW" + weapon + "ATMod", + "NKW_PA_typ" + weapon, "NKW" + weapon + "PAMod", + "INIModNKW" + weapon, + "NKW" + weapon + "_Spez", "NKW" + weapon + "_SB", "AT_Anderthalbhander", "AT_dolche", "AT_fechtwaffen", "AT_hiebwaffen", "AT_infanteriewaffen", "AT_kettenstabe", "AT_kettenwaffen", "AT_lanzenreiten", "AT_peitsche", "AT_raufen", "AT_ringen", "AT_sabel", "AT_schwerter", "AT_speere", "AT_stabe", "AT_zweihandflegel", "AT_zweihand-hiebwaffen", "AT_zweihandschwerter", + "AT_mod_wounds", "PA_Anderthalbhander", "PA_dolche", "PA_fechtwaffen", "PA_hiebwaffen", "PA_infanteriewaffen", "PA_kettenstabe", "PA_kettenwaffen", "PA_lanzenreiten", "PA_peitsche", "PA_raufen", "PA_ringen", "PA_sabel", "PA_schwerter", "PA_speere", "PA_stabe", "PA_zweihandflegel", "PA_zweihand-hiebwaffen", "PA_zweihandschwerter", - "PABasis", "sf_schildkampfI", "sf_schildkampfII", "sf_linkhand", "sf_parierwaffenI", "sf_parierwaffenII", "be_at_mod", "be_pa_mod" ]; + "PA_mod_wounds", + "PABasis", "sf_schildkampfI", "sf_schildkampfII", "sf_linkhand", "sf_parierwaffenI", "sf_parierwaffenII", "be_at_mod", "be_pa_mod" + ]; // Wurde dieses Event dadurch ausgelöst, dass sich die Aktivität eines Schildes geändert hat, dann müssen wir die activeShieldRowId noch manuell bearbeiten, da diese eventuell noch nicht korrekt gesetzt wurde var activeShieldRowId = rowIdValues["activeShieldRowId"]; @@ -16379,10 +16426,22 @@ function calculateCombatValues() { variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_tp"); variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_tpkk"); variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_type"); + variablesToGet.push("KK"); + variablesToGet.push("KK_Basis"); + variablesToGet.push("KK_mod"); } + getAttrs(variablesToGet, function(values) { var attrsToChange = {}; + // Prepare against NaN KK + if (isNaN(values["KK"])) { + values["KK"] = Math.max(0, parseInt(values["KK_Basis"]) + parseInt(values["KK_mod"])); + } + + // Used for AT, PA and TP calc + let tpkkMod = parseInt(values["NKW" + weapon + "_SB"]); + // Berechne Waffen-AT var attackType = values["NKW_AT_typ" + weapon]; // Wir berechnen den AT Wert nur, wenn ein Talenttyp für den AT Wert der Waffe ausgewählt ist @@ -16396,7 +16455,7 @@ function calculateCombatValues() { } var atMod = parseInt(values["NKW" + weapon +"ATMod"]); var spec = parseInt(values["NKW" + weapon + "_Spez"]); - var atValue = baseAttack + atMod + spec; + var atValue = baseAttack + atMod + spec + (values.AT_mod_wounds || 0); // bei aktivem Schild (nicht bei Parierwaffen), wird der AT Wert der Hauptwaffe um den AT-Mod des Schildes verändert if (activeShieldRowId && values["repeating_shields_" + activeShieldRowId + "_shield_type"] === "shield") { atValue = atValue + parseInt(values["repeating_shields_" + activeShieldRowId + "_shield_at_mod"]); @@ -16404,7 +16463,10 @@ function calculateCombatValues() { if (values["be_at_mod"]) { atValue -= parseInt(values["be_at_mod"]); } - attrsToChange["AT_Aktiv"] = atValue; + if (tpkkMod && tpkkMod < 0) { + atValue += tpkkMod; + } + attrsToChange["AT_Aktiv"] = Math.max(0, atValue); } // Berechne Waffen-PA @@ -16421,7 +16483,7 @@ function calculateCombatValues() { } var paMod = parseInt(values["NKW" + weapon +"PAMod"]); var spec = parseInt(values["NKW" + weapon + "_Spez"]); - paValue = basePa + paMod + spec; + paValue = basePa + paMod + spec + values.PA_mod_wounds; if (values["be_pa_mod"]) { paValue -= parseInt(values["be_pa_mod"]); @@ -16430,7 +16492,10 @@ function calculateCombatValues() { if (Number.isNaN(paValue) || paValue < 0) { paValue = 0; } - attrsToChange["PA_Aktiv"] = paValue; + if (tpkkMod && tpkkMod < 0) { + paValue += tpkkMod; + } + attrsToChange["PA_Aktiv"] = Math.max(0, paValue); } // Berechne Schild-PA Wert @@ -16474,7 +16539,7 @@ function calculateCombatValues() { var parierwaffen1 = values["sf_parierwaffenI"]; var parierwaffen2 = values["sf_parierwaffenII"]; // Basis für Parierwaffen-PA ist die PA der Hauptwaffe - parryweaponPa = paValue; + parryweaponPa = Math.max(0, paValue); // Dazu wird der PA-Mod der Parierwaffe addiert parryweaponPa += parseInt(values["repeating_shields_" + activeShieldRowId + "_shield_pa_mod"]); @@ -16490,7 +16555,8 @@ function calculateCombatValues() { parryweaponPa = 0; } } - + // Wundeinfluss (bei Parierwaffe über PA-Wert der Hauptwaffe bereits drin) + shieldPa = Math.max(0, shieldPa + values.PA_mod_wounds); } if (shieldPa > 0) { @@ -16506,6 +16572,14 @@ function calculateCombatValues() { attrsToChange["shield_pa"] = shieldPa; attrsToChange["parryweapon_pa"] = parryweaponPa; + // Set INI modifier from (main) weapon + var weaponini = 0; + if (DSAsane(values["INIModNKW" + weapon], "ini-mod-weapon")) { + console.log("INIModNKW" + weapon, "is", values["INIModNKW" + weapon]); + weaponini = parseInt(values["INIModNKW" + weapon]); + } + attrsToChange["INI_mod_hauptwaffe"] = weaponini; + // Set INI modifier from shields/parry weapons var shieldparryini = 0; if (activeShieldRowId) { @@ -16529,7 +16603,20 @@ function calculateCombatValues() { if (activeShieldRowId) { shieldparrytpkk = values["repeating_shields_" + activeShieldRowId + "_shield_tpkk"]; if (shieldparrytpkk === undefined || shieldparrytpkk === "") { - shieldparryname = " "; + shieldparrytpkk = " "; + } else { + // We are misusing the TP/KK function a bit ... + var TPKK = new Object(); + TPKK["Schwellenwert"] = parseInt(shieldparrytpkk.match(/([^/]+)\/([^/]+)/)[1]); + TPKK["Schritt"] = parseInt(shieldparrytpkk.match(/([^/]+)\/([^/]+)/)[2]); + shieldparrytpkk = calculateTpKKMod( + { + "KK": values["KK"], + "NKW-schild_SchwellenwertKK": TPKK["Schwellenwert"], + "NKW-schild_Schwellenwert": TPKK["Schritt"] + }, + "-schild" + ); } } attrsToChange["shield_tpkk"] = shieldparrytpkk; @@ -16537,13 +16624,17 @@ function calculateCombatValues() { // Set shield parry weapon TP (damage) // For now no calculations, just showing text var shieldparrytp = ""; + var shieldparrytproll = ""; if (activeShieldRowId) { shieldparrytp = values["repeating_shields_" + activeShieldRowId + "_shield_tp"]; if (shieldparrytp === undefined || shieldparrytp === "") { shieldparrytp = " "; + } else { + shieldparrytproll = shieldparrytp.replace("W", "d"); } } attrsToChange["shield_tp"] = shieldparrytp; + attrsToChange["shield_tp_roll"] = shieldparrytproll; // Set shield parry weapon name var shieldparryname = ""; @@ -16781,6 +16872,125 @@ function roundDecimals (num, digits) { return num; } +/* + General Sanity Check Function + Currently only checks sanity of stats. +*/ +function DSAsane (value, type) { + var func = "DSAsane"; + var errors = false; + + function limitedIntValid(value, minimum, maximum) { + if (isNaN(value) + || isNaN(parseInt(value)) + || parseInt(value) < minimum + || parseInt(value) > maximum) { + return false; + } else { + return true; + } + } + + switch(type) { + case "stat": + // MU, KL, IN, ... + // Must be number or parseInt()-able number + // Must be integer in range [0, 99] + if (!limitedIntValid(value, 0, 99)) { + console.log(func + ": Value '" + value + "' check against type '" + type + "' failed."); + errors = true; + } + break; + case "wound-box": + // Checkbox with wound value (active: 1, inactive: 0) + // Must be number or parseInt()-able number + // Must be integer in range [0, 1] + if (!limitedIntValid(value, 0, 1)) { + console.log(func + ": Value '" + value + "' check against type '" + type + "' failed."); + errors = true; + } + break; + case "ini-mod-weapon": + // INI modifiers of weapons + // Must be number or parseInt()-able number + // Must be integer in range [-9, 9] + if (!limitedIntValid(value, -9, 9)) { + console.log(func + ": Value '" + value + "' check against type '" + type + "' failed."); + errors = true; + } + break; + default: + console.log(func + ": type '", type, "' not understood."); + } + return !errors; +} + +/* + Property Checker + Checks whether properties (given in an array of strings) are available in an object. + Does not check whether the array contains strings only. + Returns an object with the error count (missing properties) and a string array of missing properties. +*/ +function checkRequiredProperties(properties, values) { + var errors = 0; + var missing = []; + + for (req of properties) { + if (!values.hasOwnProperty(req)) { + errors += 1; + missing.push(req); + } + } + return { "errors": errors, "missing": missing.toString() }; +} + +// Astral Energy: Base value +function calculateAEBase(values) { + var func = "calculateAEBase"; + + // Input Sanitation + // Part 1: Check Requirements + var requiredProperties = ["MU", "IN", "CH", "sf_gefaess_der_sterne"]; + var reqCheck = checkRequiredProperties(requiredProperties, values); + + if (reqCheck["errors"] > 0) { + console.log("Error:", func, "stopped due to missing properties in input. Nothing returned. Missing properties:", reqCheck["missing"]); + return; + } + + // Input Sanitation + // Part 2: Check Values + if (!DSAsane(values["MU"], "stat") + || !DSAsane(values["IN"], "stat") + || !DSAsane(values["CH"], "stat") + ) { + console.log(func + ": One or more stats are not sane. Stopping."); + return; + } + + // Preparation for calculation + var MU = parseInt(values["MU"]); + var IN = parseInt(values["IN"]); + var CH = parseInt(values["CH"]); + var GdS = 0; + + if (values["sf_gefaess_der_sterne"] === "0") { + GdS = 0; + } else { + GdS = 1; + } + + // AE calculation + var AE = 0; + if (GdS === 0) { + AE = DSAround((MU + IN + CH) / 2); + } else { + AE = DSAround(CH + (MU + IN) / 2); + } + + return AE; +} + // Berechne BE-Basis aus dem gesamten Rüstungs BE und der BE durch Last on("change:Ges_BE change:BE_Last", function(eventInfo) { getAttrs(["Ges_BE", "BE_Last"], function(values) { @@ -16925,6 +17135,89 @@ function calculateWeaponBE(values) { return BEModifiers; } +/* +Input: object with zonal wound numbers +Output: object with modifiers of AT, PA, FK, IB, MU, IN, KL, FF, GE, KO, KK and GS + +Note: Effect of arm wounds assumes fighter with sword and shield +*/ +function calculateWoundModifiers(values) { + var func = "calculateWoundModifiers"; + var woundModifiers = { + "AT": 0, "PA": 0, "FK": 0, "IB": 0, + "MU": 0, "IN": 0, "KL": 0, "FF": 0, "GE": 0, "KO": 0, "KK": 0, "GS": 0 + }; + + // Input Sanitation + // Part 1: Check Requirements + var requiredProperties = [ + "wound_kopf1", "wound_kopf2", "wound_kopf3", + "wound_brust1", "wound_brust2", "wound_brust3", + "wound_bauch1", "wound_bauch2", "wound_bauch3", + "wound_RA1", "wound_RA2", "wound_RA3", + "wound_LA1", "wound_LA2", "wound_LA3", + "wound_RB1", "wound_RB2", "wound_RB3", + "wound_LB1", "wound_LB2", "wound_LB3" + ]; + + var reqCheck = checkRequiredProperties(requiredProperties, values); + if (reqCheck["errors"] > 0) { + console.log("Error:", func, "stopped due to", reqCheck["errors"], "missing properties in input. Nothing returned. Missing properties:", reqCheck["missing"]); + return; + } + + // Input Sanitation + // Part 2: Check Values + var errors = 0; + for (property of requiredProperties) { + if (!DSAsane(values[property], "wound-box")) { + errors += 1; + } + } + + if (errors > 0) { + console.log(func + ": One or more wounds are not sane. Stopping."); + return; + } + + // Preparation for calculation + // Wound effects for each affected value + var woundEffects = { + "AT": {"kopf": 0, "brust": -1, "bauch": -1, "RA": -2, "LA": -2, "RB": -2, "LB": -2}, + "PA": {"kopf": 0, "brust": -1, "bauch": -1, "RA": -2, "LA": -2, "RB": -2, "LB": -2}, + "FK": {"kopf": 0, "brust": -1, "bauch": -1, "RA": -2, "LA": -2, "RB": -2, "LB": -2}, + "IB": {"kopf": -2, "brust": 0, "bauch": -1, "RA": 0, "LA": 0, "RB": -2, "LB": -2}, + "MU": {"kopf": -2, "brust": 0, "bauch": 0, "RA": 0, "LA": 0, "RB": 0, "LB": 0}, + "IN": {"kopf": -2, "brust": 0, "bauch": 0, "RA": 0, "LA": 0, "RB": 0, "LB": 0}, + "KL": {"kopf": -2, "brust": 0, "bauch": 0, "RA": 0, "LA": 0, "RB": 0, "LB": 0}, + "FF": {"kopf": 0, "brust": 0, "bauch": 0, "RA": -2, "LA": -2, "RB": 0, "LB": 0}, + "GE": {"kopf": 0, "brust": 0, "bauch": 0, "RA": 0, "LA": 0, "RB": -2, "LB": -2}, + "KO": {"kopf": 0, "brust": -1, "bauch": -1, "RA": 0, "LA": 0, "RB": 0, "LB": 0}, + "KK": {"kopf": 0, "brust": -1, "bauch": -1, "RA": -2, "LA": -2, "RB": 0, "LB": 0}, + "GS": {"kopf": 0, "brust": 0, "bauch": -1, "RA": 0, "LA": 0, "RB": -1, "LB": -1}, + }; + + var zones = ["kopf", "brust", "bauch", "RA", "LA", "RB", "LB"]; + var affectedParameters = ["AT", "PA", "FK", "IB", "MU", "IN", "KL", "FF", "GE", "KO", "KK", "GS"]; + var wounds = {}; + + for (zone of zones) { + wounds[zone] = 0; + for (woundCount of [1, 2, 3]) { + wounds[zone] += parseInt(values["wound_" + zone + woundCount]); + } + } + + // Calculate final wound modifiers + for (param of affectedParameters) { + for (zone of zones) { + woundModifiers[param] += wounds[zone] * woundEffects[param][zone]; + } + } + + return woundModifiers; +} + on("change:sf_linkhand change:sf_parierwaffenI change:sf_parierwaffenII change:sf_schildkampfI change:sf_schildkampfII", function(eventInfo) { getAttrs(["sf_linkhand", "sf_parierwaffenI", "sf_parierwaffenII", "sf_schildkampfI", "sf_schildkampfII"], function(values) { var attrsToChange = {}; @@ -17000,4 +17293,211 @@ on("change:sf_linkhand change:sf_parierwaffenI change:sf_parierwaffenII change:s }); }); }); + +on( + "change:wound_kopf1 change:wound_kopf2 change:wound_kopf3 " + + "change:wound_brust1 change:wound_brust2 change:wound_brust3 " + + "change:wound_bauch1 change:wound_bauch2 change:wound_bauch3 " + + "change:wound_RA1 change:wound_RA2 change:wound_RA3 " + + "change:wound_LA1 change:wound_LA2 change:wound_LA3 " + + "change:wound_RB1 change:wound_RB2 change:wound_RB3 " + + "change:wound_LB1 change:wound_LB2 change:wound_LB3", + function(eventInfo) { + getAttrs(["wound_kopf1", "wound_kopf2", "wound_kopf3", + "wound_brust1", "wound_brust2", "wound_brust3", + "wound_bauch1", "wound_bauch2", "wound_bauch3", + "wound_RA1", "wound_RA2", "wound_RA3", + "wound_LA1", "wound_LA2", "wound_LA3", + "wound_RB1", "wound_RB2", "wound_RB3", + "wound_LB1", "wound_LB2", "wound_LB3"], function(values) { + var mods = calculateWoundModifiers(values); + setAttrs({ + "AT_mod_wounds": mods["AT"], + "PA_mod_wounds": mods["PA"], + "FK_mod_wounds": mods["FK"], + "IB_mod_wounds": mods["IB"], + "GS_mod_wounds": mods["GS"], + "MU_mod_wounds": mods["MU"], + "IN_mod_wounds": mods["IN"], + "KL_mod_wounds": mods["KL"], + "FF_mod_wounds": mods["FF"], + "GE_mod_wounds": mods["GE"], + "KO_mod_wounds": mods["KO"], + "KK_mod_wounds": mods["KK"] + }); + }); +}); + +on("change:kk change:NKW1_SchwellenwertKK change:NKW1_Schwellenwert change:NKW2_SchwellenwertKK change:NKW2_Schwellenwert change:NKW3_SchwellenwertKK change:NKW3_Schwellenwert change:NKW4_SchwellenwertKK change:NKW4_Schwellenwert", function(eventInfo) { + + var weaponsToCalculate = []; + let attrsToGet = [ "KK", "KK_Basis", "KK_mod" ]; + + // Gather all affected melee weapons (NKW) + // Changes to KK (strength) can affect all weapons + if (eventInfo.sourceAttribute === "KK") { + for (var weapon = 1; weapon <= 4; weapon++) { + weaponsToCalculate.push(weapon); + attrsToGet.push("NKW" + weapon + "_Schwellenwert"); + attrsToGet.push("NKW" + weapon + "_SchwellenwertKK"); + } + // Use the slot (number) of the weapon which just got changed + } else { + let matchResult = eventInfo.sourceAttribute.match(/nkw(\d)_.*/i); + let weapon = matchResult[1]; + weaponsToCalculate.push(weapon); + attrsToGet.push("NKW" + weapon + "_Schwellenwert"); + attrsToGet.push("NKW" + weapon + "_SchwellenwertKK"); + } + + getAttrs(attrsToGet, function(values) { + // Prepare against NaN KK + if (isNaN(values["KK"])) { + values["KK"] = Math.max(0, parseInt(values["KK_Basis"]) + parseInt(values["KK_mod"])); + } + let attrsToChange = {}; + for (var i = 0; i < weaponsToCalculate.length; i++) { + let weapon = weaponsToCalculate[i]; + attrsToChange["NKW" + weapon + "_SB"] = calculateTpKKMod(values, weapon); + } + setAttrs(attrsToChange); + }) +}); + +/* TP/KK modifies (usually only) TP, but sometimes also AT and PA +Pair of values separated by a slash. +First value (A): Strength required for optimal wielding of the weapon. +Second value (B): Damage steps (but complicated, see below) or threshold + +How This Modifier Works +* Take first value. +* Subtract/add the second value: A - B, A, A + B +** If strength is A, the modifier is 0. +** If strength is A + B, the modifier is +1. +** If strength is A - B, the modifier is -1. +** If strength is between A - B and A + B (= not either of the values), the modifier is 0. +* Negative modifier gets applied to AT, PA and TP. +* Positive modifier gets applied to TP only. +* This goes on indefinitely for all further intervals A - n * B, A - (n - 1) * B, ... , A - 2 * B, A - B, A, A + B, A + 2 * B, ... , A + (n - 1) * B, A + n * B + +Examples: +* TP/KK: 10/3 +* Range for + 2 is 10 + 2 * 3 to 10 + 3 * 3 - 1 or 16 to 18 +* Range for + 1 is 10 + 3 to 10 + 2 * 3 - 1 or 13 to 15 +* Range for ± 0 is 10 - 3 + 1 to 10 + 3 - 1 or 8 to 12 +* Range for - 1 is 10 - 2 * 3 + 1 to 10 - 3 or 5 to 7 +* Range for - 2 is 10 - 3 * 3 + 1 to 10 - 2 * 3 or 2 to 4 + +Yes, it's a mess. + +Note: TP/KK is just a shorthand, so "TP" does not correspond to the first and "KK" does not correspond to the second value. The first value actually is a "KK", the second a threshold. + +Algorithm +* Difference between strength and threshold +* Round down the fraction of the absolute difference and the threshold +* If the difference was negative, the modifier also becomes negative. + +Example TP/KK = 10/3 +Str. Dif. Flo. Res. + 4 -6 2 -2 + 5 -5 1 -1 + 6 -4 1 -1 + 7 -3 1 -1 + 8 -2 0 0 + 9 -1 0 0 + 10 0 0 0 + 11 1 0 0 + 12 2 0 0 + 13 3 1 1 + 14 4 1 1 + 15 5 1 1 + 16 6 2 2 + +*/ +function calculateTpKKMod(values, weapon) { + let KK = parseInt(values["KK"]); + let weaponKK = parseInt(values["NKW" + weapon + "_SchwellenwertKK"]); + let threshold = parseInt(values["NKW" + weapon + "_Schwellenwert"]); + + let kkDifference = KK - weaponKK; + + var tpkkMod = Math.floor(Math.abs(kkDifference) / threshold); + + if (kkDifference < 0) { + tpkkMod = tpkkMod * -1; + } + return tpkkMod; +} + +// calculate shield attack modifier +on("change:repeating_shields change:sf_schildkampfI change:sf_schildkampfII change:sf_knaufschlag change:sf_schmutzigetricks change:AT_raufen", function(eventInfos) { + getAttrs(["activeShieldRowId"], function(rowIdValues) { + var activeShieldRowId = rowIdValues["activeShieldRowId"]; + if (eventInfos.sourceAttribute && eventInfos.sourceAttribute.endsWith("_shield_active")) { + if (eventInfos.newValue === "on") { + activeShieldRowId = extractRowId(eventInfos.sourceAttribute); + } else if (eventInfos.sourceType === "player") { + activeShieldRowId = undefined; + } + } + + let variablesToGet = [ "sf_schildkampfI", "sf_schildkampfII", "sf_schmutzigetricks", "sf_knaufschlag"] + + // Wenn es ein aktives Schild (oder Parierwaffe) gibt, möchten wir auch dessen Werte mit laden + if (activeShieldRowId) { + variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_at_mod"); + variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_pa_mod"); + variablesToGet.push("repeating_shields_" + activeShieldRowId + "_shield_type"); + } else { + console.log("no active shield found"); + setAttrs({ shield_at_available: "0", shield_at_mod: 0 }); + return; + } + + getAttrs(variablesToGet, function(values) { + let result = calculateShieldAttack(values, activeShieldRowId); + console.log('calculated shield attack'); + console.log(result); + setAttrs({ shield_at_mod: result.shieldAtMod, shield_at_available: result.shieldAtAvailable }); + }); + + }); +}); + +function calculateShieldAttack(values, activeShieldRowId) { + var shieldAtAvailable = "on"; + + // Default Value: +3 + var shieldAtMod = 3; + var activeShieldAtMod = parseInt(values["repeating_shields_" + activeShieldRowId + "_shield_at_mod"]); + var shieldType = values["repeating_shields_" + activeShieldRowId + "_shield_type"]; + var schildkampfI = values["sf_schildkampfI"]; + var schildkampfII = values["sf_schildkampfII"]; + var knaufschlag = values["sf_knaufschlag"]; + var schmutzigeTricks = values["sf_schmutzigetricks"]; + + // Without a Shield, no Shield Attack + if (shieldType !== "shield" || !activeShieldRowId) { + shieldAtAvailable = "0"; + console.log("ping"); + + // Without Shield Combat I, no Shield Attacks + } else if (schildkampfI !== "1") { + console.log("schildkampfI:", schildkampfI); + shieldAtAvailable = "0"; + console.log("pong"); + + // Good to go, check for modifier reduction + } else if (schildkampfII === "1" || knaufschlag === "1" || schmutzigeTricks === "1") { + console.log("schildkampfII:", schildkampfII, "knaufschlag:", knaufschlag, "schmutzigeTricks:", schmutzigeTricks); + shieldAtMod = 0; + } + + // Add active shield AT modifier + // CAUTION: AT modifier != check modifier (i.e. signs have different meaning) + if (activeShieldAtMod) { + shieldAtMod -= activeShieldAtMod; + } + return {shieldAtMod: shieldAtMod, shieldAtAvailable: shieldAtAvailable }; +} diff --git a/Das_Schwarze_Auge_4-1/formulas.md b/Das_Schwarze_Auge_4-1/formulas.md index 3ede748f52..f36df8278a 100644 --- a/Das_Schwarze_Auge_4-1/formulas.md +++ b/Das_Schwarze_Auge_4-1/formulas.md @@ -75,60 +75,6 @@ For specializations, whenever `@{skill}` is mentioned, a ` + 2` was added, becau ### Automatic Failure and Automatic Success These two conditions cannot be caught with Roll20 rolls at present. Roll templates check for `WasCrit` and `WasFumble`, but this is just a boolean and does not give the number of 1s and 20s. Therefore, an info is printed in rolls with at least one 1 or one 20. -## Bonus Damage from High Strength (TP/KK) -Weapons come with a pair of values for the calculation of increased/decreased damage based on your strength. The first value is the threshold, which describes the strength needed to use the weapon in a balanced way. The second is the strength step needed to determine at which strength values more/less damage can be dealt. - -The calculation is not simple, therefore I want to start with pre-calculated values from WdS, p. 82: - -* TP/KK = 12/2 (threshold: 12, step: 2) -* Strength 12 - 2 * 2 = 8: Damage - 2 -* Strength 12 - 1 * 2 = 10: Damage - 1 -* Strength 12 ± 0 * 2 = 12: Damage ± 0 -* Strength 12 + 1 * 2 = 14: Damage + 1 -* Strength 12 + 2 * 2 = 16: Damage + 2 -* Strength 12 + 3 * 2 = 18: Damage + 3 - -While this may look pretty straightforward at first sight, the problem lies within the interval sizes: - -* Damage - 2: 7 and 8 -* Damage - 1: 9 and 10 -* Damage ± 0: 11, 12 and 13 -* Damage + 1: 14 and 15 -* Damage + 2: 16 and 17 -* Damage + 3: 18 and 19 - -The ± 0 interval has `2 * step - 1` values, while all others have `step` values. Therefore, the formula looks like this: - -`floor((abs(@{STR} - @{threshold}))/@{step})*((@{KK} - @{threshold} + 0.01)/abs(@{STR} - @{threshold} + 0.01))` - -The first part `floor((abs(@{STR} - @{threshold}))/@{step})` is necessary to get the magnitude of the damage increase/decrease: - -* Strength 8: floor(abs(8 - 12)/2) = 2 -* Strength 9: floor(abs(9 - 12)/2) = 1 -* Strength 10: floor(abs(10 - 12)/2) = 1 -* Strength 11: floor(abs(11 - 12)/2) = 0 -* Strength 12: floor(abs(12 - 12)/2) = 0 -* Strength 13: floor(abs(13 - 12)/2) = 0 -* Strength 14: floor(abs(14 - 12)/2) = 1 -* Strength 15: floor(abs(15 - 12)/2) = 1 -* Strength 16: floor(abs(16 - 12)/2) = 2 - -The second part `((@{KK} - @{threshold} + 0.01)/abs(@{STR} - @{threshold} + 0.01))` has the task to give the correct sign which is the reason why the same terms are in the numerator and denominator, just once without `abs(...)` and once with. The results are: - -* Strength 8: (8 - 12 + 0.01) / abs(8 - 12 + 0.01) = -1 -* Strength 9: (9 - 12 + 0.01) / abs(9 - 12 + 0.01) = -1 -* Strength 10: (10 - 12 + 0.01) / abs(10 - 12 + 0.01) = -1 -* Strength 11: (11 - 12 + 0.01) / abs(11 - 12 + 0.01) = -1 -* Strength 12: (12 - 12 + 0.01) / abs(12 - 12 + 0.01) = 1 -* Strength 13: (13 - 12 + 0.01) / abs(13 - 12 + 0.01) = 1 -* Strength 14: (14 - 12 + 0.01) / abs(14 - 12 + 0.01) = 1 -* Strength 15: (15 - 12 + 0.01) / abs(15 - 12 + 0.01) = 1 -* Strength 16: (16 - 12 + 0.01) / abs(16 - 12 + 0.01) = 1 - -As can be seen for Strength 12, without the `+ 0.01` the denominator would become 0 causing a division by 0 error. Therefore, it's important to keep this. - -NB: In the term "TP/KK", "TP" does not stand for "Threshold" (or anything close) and "KK" does not stand for "Step" (or anything close). "TP" stands for "Trefferpunkte" and roughly means "Damage points before armour". "KK" stands for "Körperkraft" and is the complete German name of for the strength stat. - ## Sources WdS: Wege des Schwerts diff --git a/Das_Schwarze_Auge_4-1/sheet.json b/Das_Schwarze_Auge_4-1/sheet.json index 41b15e26bd..8f9595a815 100644 --- a/Das_Schwarze_Auge_4-1/sheet.json +++ b/Das_Schwarze_Auge_4-1/sheet.json @@ -1,9 +1,9 @@ { - "html": "dsa4_1_character_sheet_roll20.html", - "css": "dsa4_1_character_sheet_roll20.css", - "authors": "Gereon Heinemann, Patrick Gebhardt (gebhardthbs@web.de), Kai, Steven 'Kreuvf' Koenig (webmaster@kreuvf.de), apehead, Christian Schwerdtfeger", - "roll20userid": "584207,592673,879287,1411023 ", - "preview": "dsa4_1_character_sheet_roll20.png", - "instructions": "Charakterbogen für das "Das Schwarze Auge"-Regelwerk 4.1", - "legacy": true -} \ No newline at end of file + "html": "dsa4_1_character_sheet_roll20.html", + "css": "dsa4_1_character_sheet_roll20.css", + "authors": "Gereon Heinemann, Patrick Gebhardt (gebhardthbs@web.de), Kai, Steven „Isu“ Koenig (webmaster@kreuvf.de), apehead, Christian Schwerdtfeger", + "roll20userid": "584207,592673,879287,1411023 ", + "preview": "dsa4_1_character_sheet_roll20.png", + "instructions": "Charakterbogen für das "Das Schwarze Auge"-Regelwerk 4.1", + "legacy": true +} diff --git a/Five Torches Deep (FR version)/FTD_HTML.html b/Five Torches Deep (FR version)/FTD_HTML.html index 5eff48078b..d4b70676f0 100644 --- a/Five Torches Deep (FR version)/FTD_HTML.html +++ b/Five Torches Deep (FR version)/FTD_HTML.html @@ -47,6 +47,9 @@ + + +

Archétype

@@ -80,6 +83,27 @@ + + + + + +

Bonus de maîtrise

@@ -820,6 +844,15 @@ on('change:pc_class', function() { case 'mage': idx = 4; break; + case 'elfparangon': + idx = 5; + break; + case 'dwarfparangon': + idx = 6; + break; + case 'halflingparangon': + idx = 7; + break; } setAttrs({ 'select-chooser': idx }); @@ -996,6 +1029,9 @@ on("change:pc_ac_type change:pc_ac_shield change:pc_dexterityMod", function() { "Voleur": {STR:"0", DEX:"1", CON:"0", INT:"1", WIS:"0", CHA:"0"}, "Zélote": {STR:"0", DEX:"0", CON:"0", INT:"0", WIS:"1", CHA:"1"}, "Mage": {STR:"0", DEX:"0", CON:"1", INT:"1", WIS:"0", CHA:"0"}, + "ElfParangon": {STR:"1", DEX:"0", CON:"0", INT:"1", WIS:"0", CHA:"0"}, + "DwarfParangon": {STR:"0", DEX:"0", CON:"1", INT:"0", WIS:"1", CHA:"0"}, + "HalflingParangon": {STR:"0", DEX:"1", CON:"0", INT:"0", WIS:"0", CHA:"1"}, }; on("change:pc_class", function () { @@ -1022,6 +1058,9 @@ on("change:pc_class", function () { "Voleur": {armor:"légères, boucliers", weapon:"toutes", class:"Furtivité, tromperie, sens, outils"}, "Zélote": {armor:"toutes", weapon:"simples", class:"Histoire, intuition"}, "Mage": {armor:"boucliers", weapon:"simples", class:"Finesse, négociation"}, + "ElfParangon": {armor:"légères, boucliers", weapon:"simples, arbalète de guerre", class:"Furtivité, sens, arcanes"}, + "DwarfParangon": {armor:"toutes", weapon:"toutes", class:"Montagne, athlétisme, diplomatie"}, + "HalflingParangon": {armor:"légères, boucliers", weapon:"simples", class:"Furtivité, marchandage, volonté"}, }; const archprof = { @@ -1038,6 +1077,15 @@ on("change:pc_class", function () { "Ensorceleur": {arc: "Charme, volonté, magie chaotique"}, "Sorcier": {arc: "Intimidation, furtivité, magie profane"}, "Magicien": {arc: "Diplomatie, intuition, magie des arcanes"}, + "ElfÉclaireur": { arc: "Désert, monstres, géographie"}, + "ElfCharmépée": { arc: "Agilité, artisanat, médicament"}, + "ElfArcaniste": { arc: "Tradition magique, dextérité manuelle, histoire"}, + "DwarfCommandant": { arc: "Tactique, logistique, inspiration"}, + "DwarfDelver": { arc: "Furtivité, traditions anciennes, donjonierie"}, + "DwarfMurdePierre": { arc: "L'acte de forger, monstres, intimidation"}, + "HalflingCambrioleur": { arc: "Cambriolage, évaluation, tromperie"}, + "HalflingMascotte": { arc: "Inspiration, diplomatie, perspicacité"}, + "HalflingLanceur": { arc: "Perception, exactitude, outils improvisés"}, }; on("change:pc_class", function () { diff --git a/Five Torches Deep (FR version)/translations/en.json b/Five Torches Deep (FR version)/translations/en.json index 18c251ba94..42596ff7a4 100644 --- a/Five Torches Deep (FR version)/translations/en.json +++ b/Five Torches Deep (FR version)/translations/en.json @@ -91,10 +91,14 @@ "légères, boucliers": "light, shields", "boucliers": "shields", "simples": "simples", + "simples, arcs de guerre": "simples, warbows", "Coordination, tactique, volonté": "Coordination, tactics, will", "Furtivité, tromperie, sens, outils": "Stealth, deception, senses, tools", "Histoire, intuition": "History, insight", "Finesse, négociation": "Finesse, negotiation", + "Furtivité, sens, arcanes": "Stealth, senses, arcane", + "Montagne, athlétisme, diplomatie": "Mountain, athletics, diplomacy", + "Furtivité, marchandage, volonté": "Stealth, haggling, willpower", "Intimidation, endurance, voyage": "Intimidation, endurance, travel", "Médecine, ingéniosité, diplomatie": "Medicine, engineering, diplomacy", "Nature, créatures, perception": "Wilderness, creatures, perception", @@ -107,6 +111,15 @@ "Charme, volonté, magie chaotique": "Charm, willpower, chaos magic", "Intimidation, furtivité, magie profane": "Intimidation, stealth, profane magic", "Diplomatie, intuition, magie des arcanes": "Diplomacy, insight, arcane magic", + "Désert, monstres, géographie": "Wilderness, monsters, geography", + "Agilité, artisanat, médicament": "Agility, crafting, medicine", + "Tradition magique, dextérité manuelle, histoire": "Magic lore, manual dexterity, history", + "Tactique, logistique, inspiration": "Tactics, logistics, inspiration", + "Furtivité, traditions anciennes, donjonierie": "Stealth, ancient lore, dungeoneering", + "L'acte de forger, monstres, intimidation": "Smithing, monsters, intimidation", + "Cambriolage, évaluation, tromperie": "Burglary, appraisal, deception", + "Inspiration, diplomatie, perspicacité": "Inspiration, diplomacy, insight", + "Perception, exactitude, outils improvisés": "Perception, accuracy, improvised tools", "FOR/CON": "STR/CON", "INT/CHA": "INT/CHA", "INT": "INT", @@ -165,5 +178,17 @@ "Jets": "Rolls", "Forces": "Strength", "Faiblesses": "Weakness", - "initiative": "Initiative" + "initiative": "Initiative", + "elf-parangon": "Elf Paragon", + "dwarf-parangon": "Dwarf Paragon", + "halfling-parangon": "Halfling Paragon", + "elfscout": "Elf Scout", + "elfspellsword": "Elf Spellsword", + "elfarcanist": "Elf Arcanist", + "dwarfcommander": "Dwarf Commander", + "dwarfdelver": "Dwarf Delver", + "dwarfstonewall": "Dwarf Stonewall", + "halflingburglar": "Halfling Burglar", + "halflingmascot": "Halfling Mascot", + "halflingchucker": "Halfling Chucker" } \ No newline at end of file diff --git a/Horror Movie World/translations/af.json b/Horror Movie World/translations/af.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/af.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/ca.json b/Horror Movie World/translations/ca.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/ca.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/cs.json b/Horror Movie World/translations/cs.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/cs.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/da.json b/Horror Movie World/translations/da.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/da.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/de.json b/Horror Movie World/translations/de.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/de.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/el.json b/Horror Movie World/translations/el.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/el.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/en.json b/Horror Movie World/translations/en.json new file mode 100644 index 0000000000..cc2a51060f --- /dev/null +++ b/Horror Movie World/translations/en.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/es.json b/Horror Movie World/translations/es.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/es.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/fr.json b/Horror Movie World/translations/fr.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/fr.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/he.json b/Horror Movie World/translations/he.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/he.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/hu.json b/Horror Movie World/translations/hu.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/hu.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/it.json b/Horror Movie World/translations/it.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/it.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/ja.json b/Horror Movie World/translations/ja.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/ja.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/ko.json b/Horror Movie World/translations/ko.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/ko.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/nl.json b/Horror Movie World/translations/nl.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/nl.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/pl.json b/Horror Movie World/translations/pl.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/pl.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/pt.json b/Horror Movie World/translations/pt.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/pt.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/ru.json b/Horror Movie World/translations/ru.json new file mode 100644 index 0000000000..9db0d838d8 --- /dev/null +++ b/Horror Movie World/translations/ru.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Персонаж", + "basic-moves-mode": "Базовые ходы", + "character-name": "Имя персонажа:", + "playbook-selector-placeholder": "Выбери Буклет", + "virgin-playbook-option": "Невинный", + "nerd-playbook-option": "Ботан", + "chick-playbook-option": "Цыпочка", + "jock-playbook-option": "Качок", + "scarred-playbook-option": "Выживший", + "exorcist-playbook-option": "Экзорцист", + "sheriff-playbook-option": "Шериф", + "kid-playbook-option": "Ребенок", + "outcast-playbook-option": "Одиночка", + "professor-playbook-option": "Профессор", + "playbook-select-title": "Выберите Буклет, чтобы начать игру", + "virgin-playbook-description": "Скромный, стеснительный, храбрый и ответственный. На Невинного всегда можно положиться, а робкие манеры скрывают смелость перед лицом опасности. Увы, люди часто склонны считать Невинного незрелым, наивным и незначительным. Поэтому к его мнению редко прислушиваются, и ему сложнее убедить других в своей правоте.", + "playbook-attributes": "Характеристики", + "attributes-pick-one": "Выбери один", + "virgin-statset-1": "Тело 0, Храбрость 2, Обаяние -1, Мозги 1", + "virgin-statset-2": "Тело 1, Храбрость 2, Обаяние -1, Мозги 0", + "virgin-statset-3": "Тело -1, Храбрость 2, Обаяние 0, Мозги 1", + "virgin-statset-4": "Тело 0, Храбрость 2, Обаяние 0, Мозги 0", + "roll-body-label": "Тело:", + "roll-bravery-label": "Храбрость:", + "roll-charms-label": "Обаяние:", + "roll-smarts-label": "Мозги:", + "playbook-sympathy-label": "Симпатия:", + "playbook-sympathy-description-1": "Вы можете получить очки симпатии: провалив бросок, использовав определенных ходы буклета или отыгрывая отношения с другими персонажами", + "playbook-sympathy-description-2": "Вы можете потратить очки симпатии для использования двух базовых ходов: словить удачу и прийти в себя.", + "playbook-feartrack-label": "Страх:", + "playbook-fear-description-1": "Если вы заполнили все очки страха, вы можете потратить 5 очков симпатии чтобы прийти в себя.", + "playbook-fear-description-2": "Иначе, ваш персонаж станет угрозой.", + "virgin-fear-move-description": "Ход Страха: Когда ты грубым и вызывающим поведением привлекаешь к себе всеобщее внимание, удали пункт страха.", + "playbook-health-description-1": "Когда ты получаешь урон, пометь галочку", + "playbook-health-description-2": "Один раз за фильм, когда вы получаете урон, вы можете немедленно отменить его, выбрав травму. Когда у вас есть травма, броски характеристик считаются на один уровень ниже", + "playbook-health-description-3": "Когда вы отметите все галочки выше, ваш персонаж умирает. Вы можете активировать ход смерти.", + "trauma-wound": "Увечье (Тело)", + "trauma-panic": "Паника (Храбрость)", + "trauma-mutilation": "Уродство (Обаяние)", + "trauma-shock": "Шок (Мозги)", + "playbook-virgin-deathmove": "Ход смерти: Когда ты умираешь, выбери персонажа, которому ты больше всего доверял. Если этот персонаж пытается мстить твоим убийцам, то получает очко симпатии.Если он укрывается или убегает, то теряет очко симпатии.", + "playbook-basic-move-desc": "Ты получаешь ход.", + "playbook-virgin-basic-move": "Зрительские симпатии - Тебе нужно потратить только 4 очка симпатии, чтобы прийти в себя.", + "playbook-pick-move-desc": "Выбери еще один ход.", + "playbook-virgin-move-description-1": "Я собираюсь выжить - Когда ты соображаешь на ходу, можешь задать еще 1 дополнительный вопрос. Даже при провале, ты можешь задать 1 вопрос, но режиссер сделает ход против тебя.", + "playbook-virgin-move-description-2": "Королева крика - Ты можешь издавать леденящие душу крики, завораживающие зрителей.Когда ты проваливаешь попытку удрать или собраться с силами ты получаешь 2 очка симпатии вместо одного.", + "playbook-virgin-move-description-3": "Дерись по-умному - Когда ты используешь подручные предметы или подстраиваешь ловушки, чтобы наехать на угрозу, напряги мозги вместо Тела.", + "playbook-virgin-move-description-4": "Я тебя не брошу! - Если ты получаешь уронзащищая близких. получи расходуемый козырь.", + "playbook-virgin-move-description-5": "Final Girl -Если в живых остались только два игровых персонажа, считая тебя, ты получаешь +1 постоянный козырь на все попытки наехать. Если в живых остаешься только ты, получи также очко симпатии.", + "nerd-playbook-description": "Остроумный, зажатый, смекалистый и неуклюжий. Над Ботаном частенько издеваются сверстники, ему редко выпадает с кем-либо переспать, вот он и компенсирует свои комплексы большими запасами смекалки. Жанровой смекалки в том числе.", + "nerd-statset-1": "Тело -1, Храбрость 1, Обаяние 0, Мозги 2", + "nerd-statset-2": "Тело -1, Храбрость 0, Обаяние 1, Мозги 2", + "nerd-statset-3": "Тело 0, Храбрость 1, Обаяние -1, Мозги 2", + "nerd-statset-4": "Тело 0, Храбрость 0, Обаяние 0, Мозги 2", + "nerd-fear-move-description": "Ход страха: Когда ты отделяешься от группы, чтобы утолить любопытство удали пункт страха.", + "playbook-nerd-deathmove": "Ход смерти: Когда ты умираешь, ты можешь оставить другому персонажу послание или улику, связанную с сюжетом фильма. Выбери персонажа и опиши, как он получает твое послание. \n Этот персонаж может задать один вопрос, чтобы разобраться в ситуации..", + "playbook-moves-pick-two": "Выбери два хода.", + "playbook-nerd-move-description-1": "Слава Богу, я девственник - Тебе нужно потратить только 4 очка симпатии чтобы прийти в себя, как архетипу Невинный.", + "playbook-nerd-move-description-2": "Трусливый Лев - Ты храбрее, чем ты думаешь. Когда ты собираешься с силами и выбрасываешь 10+, получи +1 расходуемый козырь на следующий ход.", + "playbook-nerd-move-description-3": "Пора отсюда выбираться! - Когда ты спасаешься от опасности вопреки всему (бросая друзей, роняя важную вещь, упуская шанс навредить злу и т.д.), получи +1 постоянный козырь пока не окажешься в безопасности.", + "playbook-nerd-move-description-4": "Дрыщ в беде - Когда ты оказываешься в опасности и другой персонаж выручает тебя, он получает очко симпатии.", + "playbook-nerd-move-description-5": "Фанат ужастиков - Ты знаешь все клише и все правила, какие помогут выжить в фильме ужасов. Когда ты разбираешься в ситуации или соображаешь на ходу,,\n ты можешь добавить к списку эти вопросы.\n ", + "playbook-nerd-move-description-question-1": "Кто следующим окажется в опасности?", + "playbook-nerd-move-description-question-2": "Какая неприятность может сейчас случиться?", + "playbook-nerd-move-description-question-3": "Что нам точно не надо сейчас делать?", + "playbook-nerd-believe-move-description": "Вы должны мне верить! - Когда ты пытаешься убедить кого-то в чем-то невероятном или доказать нечто невозможное, возьми +1 расходуемый козырь чтобы получить что хочешь.", + "chick-playbook-description": "Тщеславная, сексуальная, дерзкая и популярная. Цыпочка притягивает внимание в любой компании и всегда добивается своего. Но вселенная ужасов почему-то ненавидит красивых успешных людей, поэтому Цыпочка часто оказывается в опасности.", + "chick-statset-1": "Тело 1, Храбрость -1, Обаяние 2, Мозги 0", + "chick-statset-2": "Тело 0, Храбрость -1, Обаяние 2, Мозги 1", + "chick-statset-3": "Тело 1, Храбрость 0, Обаяние 2, Мозги -1", + "chick-statset-4": "Тело 0, Храбрость 0, Обаяние 2, Мозги 0", + "chick-fear-move-description": "Ход страха: Когда ты игнорируешь странное или подозрительное, чтобы потакать своим желаниям, удали пункт страха..", + "playbook-chick-deathmove": "Ход смерти: Когда ты умираешь, выбери персонажа, который услышит твои предсмертные вопли или наткнется на твой труп. От шока этот персонаж получает +1 расходуемый козырь на следующую попытку удрать или наехать>.", + "playbook-chick-move-description-1": "Красотка в беде - Ты начинаешь фильм с −1 очком симпатии.. Взамен ты получаешь +1 к обаянию (до максимума +3).", + "playbook-chick-move-description-2": "Альфа-сучка - Когда ты оскорбляешь, унижаешь и опускаешь другого персонажа, получи +1 расходуемый козырьза свое раздутое самомнение. Если твоей жертвой был персонаж игрока, \n он получает очко симпатии..", + "playbook-chick-move-description-3": "Хватит, это не смешно! - Ты не умеешь молчать. Когда ты привлекаешь к себе внимание или поднимаешь шум в очевидно пугающей ситуации, получи очко симпатии.", + "playbook-chick-move-description-4": "Аппетитная внешность - Когда ты используешь свою привлекательность, чтобы манипулировать людьми и получить что хочешь, расценивай результат 7–9 как 10+. Получи один расходуемый штраф на любой следующий ход, кроме получить что хочешь.", + "playbook-chick-move-description-5": "Жуткая находка - Ты можешь внезапно наткнуться на что-то жуткое и связанное с сюжетом фильма. Возьми пункт страха, чтобы задать 1 вопрос из хода разобраться в ситуации, не бросая кубики.", + "playbook-chick-move-description-6": "Подлый ход - Когда ты предаешь другого персонажа для достижения эгоистичной цели, напряги мозги. При 10+, твой план успешен: режиссер делает ход против преданного тобой персонажа. При 7–9, ты также теряешь пункт симпатии При провале, ты не получаешь пункт симпатии, а режиссер делает ход против тебя.", + "jock-playbook-description": "Грубый, мужественный, статный и неотесанный. Качок купается в славе и поклонении благодаря своей силе и крутости. Он самый сильный, самый быстрый и самый четкий сукин сын на целой земле, и горе тем, кто захочет его поиметь! По крайней мере, так думает сам Качок.", + "jock-statset-1": "Тело 2, Храбрость 0, Обаяние 1, Мозги -1", + "jock-statset-2": "Тело 2, Храбрость 1, Обаяние 0, Мозги -1", + "jock-statset-3": "Тело 2, Храбрость -1, Обаяние 1, Мозги 0", + "jock-statset-4": "Тело 2, Храбрость 0, Обаяние 0, Мозги 0", + "playbook-jock-deathmove": "Ход смерти: Когда ты умираешь, ты можешь в последний раз наехать на угрозу с расходуемым козырем.", + "playbook-jock-move-description-1": "Задира - Когда ты физически унижаешь более слабого персонажа, получи расходуемый козырь за то, каким крутым и сильным\nты себя чувствуешь. Если твоей жертвой был персонаж игрока, он получает очко симпатии.", + "playbook-jock-move-description-2": "Друг-силач - Когда ты защищаешь, выручаешь или спасаешь другого персонажа при помощи силы или ловкости, получи очко симпатии.", + "playbook-jock-move-description-3": "Поздоровайся с кулаком - Когда ты получаешь что хочешь через угрозы, запугивание или насилие, даже на 7–9 ты получаешь это без ответных условий и обязательств. При этом ты теряешь очко симпатии.", + "playbook-jock-move-description-4": "Красота атлета - Когда ты получаешь что хочешь, выпендриваясь и бравируя, получи расходуемый козырь.", + "playbook-jock-move-description-5": "Если я не вернусь... - Когда ты добровольно бросаешь вызов смертельной опасности, получи расходуемый козырь. Если ты решаешь не рисковать и избираешь более безопасный путь, получи расходуемый штраф.", + "playbook-jock-move-description-6": "Кричишь, как девчонка - Ты реагируешь на что-то страшное трусливо и недостойно, вопреки своему образу мачо. Когда ты сталкиваешься с чем-то страшным, ты можешь автоматически взять пункт страха чтобы получить также очко симпатии", + "scarred-playbook-description": "Мрачный, закаленный и травмированный. Выживший некогда столкнулся с подлинным кошмаром и уцелел, но ценой выживания стала его душа. Он идет по жизни, страшась следующей встречи со злом. Встречи, которая неотвратима и неизбежна", + "scarred-statset-1": "Тело 1, Храбрость 2, Обаяние -1, Мозги 0", + "scarred-statset-2": "Тело -1, Храбрость 2, Обаяние 0, Мозги 1", + "scarred-statset-3": "Тело 0, Храбрость 2, Обаяние -1, Мозги 1", + "scarred-statset-4": "Тело 0, Храбрость 2, Обаяние 0, Мозги 0", + "scarred-fear-move-description": "Ход страха: Когда ты открываешься другому игровому персонажу и делишься с ним страшным опытом прошлого, удали пункт страха При этом твой собеседник теряет очко симпатии.", + "playbook-scarred-deathmove": "Ход смерти: Когда ты умираешь, добавь своему убежищу (см. Ходы — Убежище) одну положительную черту или удали одну отрицательную. Если никто из персонажей еще не знает о твоем убежище, выбери того персонажа, которому ты сообщил о нем", + "playbook-scarred-basic-move": "Все эти годы... - Когда ты сталкиваешься лицом к лицу со злом нынешнего фильма, ты можешь заявить, что вы уже встречались раньше. Опиши вкратце, как прошла ваша последняя схватка, и наберись храбрости", + "playbook-scarred-move-description-1": "Кто сражается с монстрами... - Когда ты подвергаешь другого персонажа смертельной опасности ради шанса навредить злу, ты получаешь расходуемый козырь, а другой персонаж получает очко симпатии", + "playbook-scarred-move-description-2": "Готовность к реваншу - □\nГотовность к реваншу Когда ты тренируешься до изнеможения, готовясь к следующей встрече со злом, получи расходуемый штраф без последствий для следующего броска Тела", + "playbook-scarred-move-description-3": "Не ладит с людьми - Когда ты получаешь что хочешь действуя агрессивно и параноидально, потеряй очко симпатии и автоматически\nполучи 10+.", + "playbook-scarred-move-description-4": "Это единственный способ - Когда тебе требуется особое оружие или предмет, чтобы одолеть зло, напряги мозги. На 10+, оно у тебя есть и наготове. На 7–9, оно у тебя есть, но в чем-то неисправно: режиссер расскажет тебе детали. При провале, зло адаптируется, и режиссер делает ход против тебя.", + "playbook-advantage-1": " оно хорошо спрятано", + "playbook-advantage-2": " его легко оборонять", + "playbook-advantage-3": " внутри есть необходимые запасы", + "playbook-advantage-4": " внутри есть оружие", + "playbook-disadvantage-1": " нужно время, чтобы добраться до него", + "playbook-disadvantage-2": " там есть место только для одного", + "playbook-disadvantage-3": " злу легко его обнаружить", + "playbook-disadvantage-4": " злу легко прорваться внутрь", + "exorcist-playbook-description": "Мудрый, загадочный и искренне верующий. Экзорцист не сталкивается со злом случайно: он сам идет на битву со злом, чтобы разить порождения мрака тайным знанием и могуществом веры", + "exorcist-statset-1": "Тело -1, Храбрость 0, Обаяние 1, Мозги 2", + "exorcist-statset-2": "Тело -1, Храбрость 1, Обаяние 0, Мозги 2", + "exorcist-statset-3": "Тело 0, Храбрость 1, Обаяние -1, Мозги 2", + "exorcist-statset-4": "Тело 0, Храбрость 0, Обаяние 0, Мозги 2", + "exorcist-fear-move-description": "Ход страха: Когда ты открыто вызываешь темную сущность на контакт или противоборство, удали пункт страха.", + "playbook-exorcist-deathmove": "Ход смерти: Когда ты умираешь, получи 1 шанс. Ты можешь использовать этот шанс из-за могильной завесы, чтобы превратить любой бросок любого персонажа в 10+", + "playbook-exorcist-move-description-1": "Забери меня! - Когда ты добровольно предлагаешь силе зла напасть на тебя вместо другого персонажа и не защищаешься, этот персонаж может благополучно покинуть сцену. Все плохое, что должно было произойти с ним, теперь произойдет с тобой.", + "playbook-exorcist-move-description-2": "Архивы Ватикана - У тебя есть доступ к особой библиотеке или базе данных о сверхъестественном. Когда ты обращаешься к своему источнику знаний, чтобы разобраться в ситуации, задай 1 дополнительный вопрос. При провале, ты все еще можешь задать 1 вопрос, но режиссер сообщит тебе что-то очень зловещее.", + "playbook-exorcist-move-description-3": "Да хранит тебя Бог - Ты можешь даровать другому персонажу мистическое благословение. Когда благословляешь персонажа, отдай ему одно из твоих очко симпатии.", + "playbook-exorcist-move-description-4": "Сила убеждения - Когда ты пытаешься получить что хочешь, , используя религиозные или мистические доводы, получи расходуемый козырь.", + "playbook-exorcist-move-description-5": "Не убоюсь я зла - Когда ты собираешься с силами и ищешь поддержки в молитве или реликвиях твоей веры, на 7–9 ты не получаешь расходуемый штраф.", + "playbook-exorcist-move-description-6": "Сила Христа изгоняет тебя! Ты можешь сковать и изгнать сущности зла с помощью высшей сверхъестественной силы. Когда ты призываешь эту силу на помощь, наберись храбрости.", + "playbook-exorcist-move-description-7": "На 10+ зло исчезает из текущей сцены (ограничено, вынужденно уйти, изолированно и т.д.) на 7-9, выбери одно:", + "playbook-exorcist-move-description-7-question-1": "Ты остановил зло лишь на время, в лучшем случае на пару минут", + "playbook-exorcist-move-description-7-question-2": "Вы получаете урон или травму от усталости", + "playbook-exorcist-move-description-7-question-3": "Ты теряешь очко симпатии", + "playbook-exorcist-move-description-8": "При провале, злу смешны твои жалкие мольбы. Ты получаешь пункт страха, и режиссер делает ход против тебя", + "sheriff-playbook-description": "Скрупулезный, приземленный, методичный и туповатый. Работа Шерифа — охранять закон и порядок. И неважно, нарушили его глупые пьяные детишки или до усрачки страшные твари из потаенных кошмаров.", + "sheriff-statset-1": "Тело 2, Храбрость 1, Обаяние 0, Мозги -1", + "sheriff-statset-2": "Тело 2, Храбрость 1, Обаяние -1, Мозги 0", + "sheriff-statset-3": "Тело 2, Храбрость 0, Обаяние 1, Мозги -1", + "sheriff-statset-4": "Тело 2, Храбрость 0, Обаяние 0, Мозги 0", + "sheriff-fear-move-description": "Ход страха: Когда ты в одиночку отправляешься расследовать подозрительное или преследовать опасное, удали пункт страха", + "playbook-sheriff-deathmove": "Ход смерти: Когда ты умираешь, ты мотивируешь своих коллег по службе отомстить за себя. Удали одну отрицательную черту твоего подкрепления (see Ходы — Подкрепление).", + "playbook-sheriff-merits": "Преимущества:", + "playbook-sheriff-merit-1": " быстрый", + "playbook-sheriff-merit-2": " многоместный", + "playbook-sheriff-merit-3": " крепкий", + "playbook-sheriff-merit-4": " есть радиосвязь", + "playbook-sheriff-merit-5": " есть оружие", + "playbook-sheriff-flaws": "Недостатки", + "playbook-sheriff-flaw-1": " одноместный", + "playbook-sheriff-flaw-2": " хрупкий", + "playbook-sheriff-flaw-3": " медленный", + "playbook-sheriff-flaw-4": " плохо заводится", + "playbook-sheriff-flaw-5": " часто ломается", + "playbook-sheriff-backup": "Подкрепление", + "playbook-sheriff-backup-description": "Под твоим командованием служит пара человек: полицейские, егеря, охранники.Один раз за фильм ты можешь обратиться к ним за подмогой, информацией или еще чем. Выбери для них два положительных и два отрицательных качества", + "playbook-sheriff-backup-advantages": "Положительные:", + "playbook-sheriff-backup-advantage-1": " они верят всему, что ты скажешь", + "playbook-sheriff-backup-advantage-2": " они знают что-то, чего не знаешь ты", + "playbook-sheriff-backup-advantage-3": " они неплохие бойцы", + "playbook-sheriff-backup-advantage-4": " они могут прибыть на место быстро", + "playbook-sheriff-backup-disadvantages": "Отрицательные:", + "playbook-sheriff-backup-disadvantage-1": "они настроены скептично", + "playbook-sheriff-backup-disadvantage-2": " они долго добираются до места", + "playbook-sheriff-backup-disadvantage-3": " они глупы и небрежны", + "playbook-sheriff-backup-disadvantage-4": " они дерьмовые бойцы", + "kid-playbook-description": "Милый, странный, внушаемый и чувствительный. Дети очень восприимчивы и часто становятся добычей для сил зла, так что взрослым приходится их защищать и спасать. Но как бы слабы они ни были, дети также очень наблюдательны и обладают мощным потенциалом.", + "kid-statset-1": "Тело -1, Храбрость 0, Обаяние 2, Мозги 1", + "kid-statset-2": "Тело -1, Храбрость 1, Обаяние 2, Мозги 0", + "kid-statset-3": "Тело -1, Храбрость 0, Обаяние 1, Мозги 2", + "kid-fear-move-description": "Ход страха: Если ты предупреждаешь взрослых об опасности странным или пугающим способом, удали пункт страха.", + "playbook-kid-deathmove": "Ход смерти: Когда ты умираешь, выбери персонажа, который является для тебя родительской фигурой. Этот персонаж получает 2 пункта страха или теряет все очки симпатии на выбор", + "playbook-kid-move-description-1": "Дети не пострадали - Перед началом фильма,прояви обаяние. На 10+, получи два шанса. На 7–9, получи один шанс. Ты можешь использовать шанс, чтобы сила зла игнорировала тебя в течение одной сцены. При провале, режиссер получает один шанс, чтобы обратить один из твоих бросков в провал.", + "playbook-kid-move-description-2": "Милый и популярный - Тебе нужно потратить только 4 очка симпатии, чтобы прийти в себя как архетипу Невинный", + "playbook-kid-move-description-3": "Открытый разум - Ты можешь проникнуть в разум злой силы и узнать скрытую правду о ее мотивах и действиях. Когда ты проникаешь в сознание зла, чтобы разобраться в ситуации, расценивай результат 7–9 как 10+. Однако, при провале твой разум поражен злом: режиссер заставит тебя сделать что-то, что ты совсем не хочешь делать.", + "playbook-kid-move-description-4": "Живая приманка - Когда ты добровольно подвергаешь себя опасности или привлекаешь внимание зла, получи очко симпатии. Если другой персонаж пытается спасти тебя от этой опасности, он получает расходуемый козырь.. ", + "playbook-kid-move-description-5": "Жуткие игры - Когда ты исследуешь скрытую суть сюжета через какие-то детские занятия (рисование, игры с куклами и т.д.), получи расходуемый козырь чтобы разобраться в ситуации. Так ты можешь узнать даже то, что никак не мог бы знать. При провале, твои игры открывают чье-то страшное будущее: режиссер может сделать ход против того персонажа, которого ты назовешь.", + "playbook-kid-move-description-6": "Очарование невинности - Когда ты получаешь что хочешь от другого персонажа, при провале, этот персонаж не получает очко симпатии, если поступает тебе наперекор.", + "outcast-playbook-description": "Непредсказуемый, необычный и удивляющий. Одиночка всегда представляет некое меньшинство и часто держится в стороне. Никто не знает, чего от него ждать. Умрет ли он первым или спасет всех остальных? Он беспомощный клоун или самый крутой персонаж в фильме? Кто знает.", + "outcast-statset-1": "Тело 2, Храбрость 0, Обаяние 1, Мозги -1", + "outcast-statset-2": "Тело -1, Храбрость 2, Обаяние 0, Мозги 1", + "outcast-statset-4": "Тело 0, Храбрость 1, Обаяние -1, Мозги 2", + "outcast-fear-move-description": "Ход страха: Когда кто-то предлагает план действий, а ты поступаешь наперекор плану или в точности наоборот, пункт страха.", + "playbook-outcast-deathmove": "Ход смерти: Когда ты умираешь, каждый игрок выбирает, как твоя смерть повлияла на его персонажа. Если персонаж чувствует вину за твою гибель или прошлое отношение к тебе, он получает очко симпатии Если персонаж не чувствует вины, он получает пункт страха.", + "playbook-outcast-basic-move": "Скрытые таланты - Выбери любой ход Ботана, Цыпочки или Качка.", + "playbook-outcast-move-description-1": "Один против всех - Когда ты остаешься один на один с силами зла, получи расходуемый козырь на то, чтобы собраться с силами или наехать.", + "playbook-outcast-move-description-2": "Мой друг где-то там - Перед началом фильма, напряги мозги На 10+ получи два шанса На 7-9, получи один шанс. Используй шанс, чтобы\nпоявиться в сцене как раз тогда, когда другой персонаж окажется в опасности, и в удобной позиции, чтобы помочь бедолаге. При провале, режиссер получает 1 шанс, чтобы обратить один из твоих бросков в провал.", + "playbook-outcast-move-description-3": "Не жилец - Если ты погибаешь, когда у тебя еще остались очки симпатии можешь отдать одно из них любому персонажу на твой выбор.", + "playbook-outcast-move-description-4": "Попробуй поймай, урод! - Ты можешь получать что хочешь от монстров , когда дразнишь и провоцируешь их. В этом случае, при 7–9 ты получаешь не ответные условия, а урон", + "playbook-outcast-move-description-5": "Невозмутимый изгой - Когда ты собираешься с силами, при 10+, ты ведешь себя так стойко и невозмутимо, что вдохновляешь других своим примером. Все, кто находятся рядом с тобой, получают расходуемый козырь .", + "professor-playbook-description": "Ворчливый, энергичный и сведущий. Профессор упрямо ищет наилучшее решение, и его знание может оказаться бесценным. Но в фильмах ужасов знание — опасное орудие, и порой Профессор приносит больше вреда, чем пользы", + "professor-statset-1": "Тело -1, Храбрость 0, Обаяние 2, Мозги 1", + "professor-statset-2": "Тело 0, Храбрость -1, Обаяние 1, Мозги 2", + "professor-statset-3": "Тело -1, Храбрость 2, Обаяние 0, Мозги 1", + "professor-statset-4": "Тело 0, Храбрость 0, Обаяние 1, Мозги 1", + "professor-fear-move-description": "Ход страха: Когда ты поручаешь важное дело кому-то менее компетентному, чем ты сам, удали пункт страха.", + "playbook-professor-deathmove": "Ход смерти: Когда ты умираешь, назови персонажа, которого ты видишь своим учеником или преемником. Этот персонаж получает один из выбранных тобою ходов до конца фильма.", + "playbook-professor-move-description-1": "Монолог - Когда ты произносишь страстный монолог, прояви обаяние. При успехе, твоя речь выразительна и вдохновляет: все, кто слушают тебя, получают расходуемый козырь. При 7–9, твоя речь также страшит и пугает: выбери персонажа, который получает очко страха При провале все слушатели получают пункт страха.", + "playbook-professor-move-description-2": "Безумный ученый - Когда ты ставишь безумный и богохульный эксперимент, напряги мозги. При успехе, эксперимент удается и разрешает твою проблему. При 10+, выбери одно. При 7–9, выбери два.", + "playbook-professor-move-description-2-question-1": "Ты теряешь разум: получи пункт страха.", + "playbook-professor-move-description-2-question-2": "Ты вымотан: получи урон или травму.", + "playbook-professor-move-description-2-question-3": "Ты сделал нечто чудовищное: потеряй очко симпатии.", + "playbook-professor-move-description-3": "При провале, эксперимент дал ужасный и разрушительный результат. Режиссер делает ход против тебя.", + "playbook-professor-move-description-4": "Тайные науки - Возьми любой ход Экзорциста.", + "playbook-professor-move-description-5": "Откровения - Когда ты разбираешься в ситуации, можешь получить пункт страха, чтобы сразу задать 3 вопроса без броска.", + "playbook-professor-move-description-6": "Величественная поступь - Когда ты входишь в сцену в драматичной манере, наберись храбрости. При 10+, все присутствующие немедленно замирают, пока ты не сделаешь что-либо. При 7–9, выбери одного персонажа, включая монстров, и заставь его замереть. При провале, режиссер немедленно делает ход против тебя.", + "playbook-professor-move-description-7": "Что я наделал?! - Когда ты сталкиваешься с каким-либо монстром, можешь заявить, что именно ты как-то ответственен за появление этого монстра в фильме. Опиши, в чем твоя вина. Ты можешь наехать на этого монстра и сразу получить 10+, но до конца фильма ты уже не сможешь прийти в себя.", + "playbook-escape-move-description-1": "Когда ты удираешь от прямой опасности, напряги тело (если ты используешь силу или ловкость, скажем карабкаешься на дерево или вышибаешь запертую дверь) или наберись храбрости (если ты используешь самоконтроль и выдержку, скажем ведешь машину по гнилому деревянному мосту).", + "playbook-escape-move-description-2": "В случае успеха, тебе удается убежать.", + "playbook-escape-move-description-3": "При 7-9, выбери один вариант.", + "playbook-escape-move-description-3-fail-1": "Ты теряешь что-то важное или полезное", + "playbook-escape-move-description-3-fail-2": "Ты получаешь урон", + "playbook-escape-move-description-3-fail-3": "Ты получаешь травму (можно выбрать один раз за фильм)", + "playbook-escape-move-description-3-fail-4": "Ты оказываешься в другой опасной ситуации", + "playbook-escape-move-description-3-fail-5": "Ты теряешь очко симпатии", + "playbook-get-move-description-1": "Когда ты имеешь влияние на другого персонажа и пытаешься что-нибудь от него получить, прояви обаяние. «Влияние» подразумевает либо личную связь с этим персонажем, которую ты можешь использовать; либо весомый довод, почему персонаж должен тебя послушаться.", + "playbook-get-move-description-2": "При успехе, у тебя получается убедить, повлиять или манипулировать ими.", + "playbook-get-move-description-3": "Если это второстепенный персонаж:", + "playbook-get-move-description-3-1": "При 10+, ты получаешь то, что хочешь", + "playbook-get-move-description-3-2": "При 7-9, ты получаешь что хочешь, но с неудобным условием или требованием", + "playbook-get-move-description-3-3": "При 7-9, ты получаешь что хочешь, но с неудобным условием или требованием", + "playbook-get-move-description-3-4": "При провале, ты разозлил собеседника или создал новые трудности", + "playbook-get-move-description-4": "Если это персонаж другого игрока:", + "playbook-get-move-description-4-1": "При 10+, он получает очко симпатии и\n ", + "playbook-get-move-description-4-2": "При 7-9, он получает очко симпатии, если делает то, что ты хочешь", + "playbook-get-move-description-4-3": "При провале, он получает очко симпатии, если делает прямо противоположное тому, что ты хочешь.", + "playbook-struggle-move-description-1": "Когда тебе нужно сохранить самообладание в страшной ситуации, наберись храбрости. Этот ход покрывает любые ситуации, где не подходит ни один другой ход. Он также покрывает ситуации, где тебе нужно сидеть тихо, спрятаться, затаить дыхание и т.д.", + "playbook-struggle-move-description-2": "При 10+, ты сделал что хотел и не поддался панике.", + "playbook-struggle-move-description-3": "При 7-9, ты преуспел, но поддаешься страху: получи расходуемый штраф на следующий бросок.", + "playbook-struggle-move-description-4": "При провале, ты паникуешь и все портишь; получи пункт страха, и режиссер может сделать ход против тебя.", + "playbook-struggle-move-description-5": "Помощь другому персонажу тоже запускает этот ход. В случае успеха тот персонаж, которому ты помогаешь, получает расходуемый козырь.Ты же разбираешься с последствиями этого хода, как описано выше.", + "playbook-unveil-move-description-1": "Когда ты расследуешь или исследуешь, чтобы понять суть сюжета, напряги мозги. Исследованием может быть осмотр надгробий на старом кладбище, чтение старых книг, поиск новостей в Google и многое другое.", + "playbook-unveil-move-description-2": "При 10+, задай два вопроса из приведенных ниже. При 7-9, задай один вопрос.", + "playbook-unveil-move-description-2-question-1": "Какой секрет скрыт здесь?", + "playbook-unveil-move-description-2-question-2": "Откуда происходит это зло?", + "playbook-unveil-move-description-2-question-3": "Чего хочет это зло?", + "playbook-unveil-move-description-2-question-4": "Какая самая мощная способность этого зла?", + "playbook-unveil-move-description-2-question-5": "Какова слабость этого зла?", + "playbook-unveil-move-description-2-question-6": "Что здесь может быть полезно?", + "playbook-unveil-move-description-3": "При провале, ужасная суть сюжета калечит твой разум: получи пункт страха.", + "playbook-unveil-move-description-4": "Помни, что каждый метод исследования можно задействовать только один раз. Ты не можешь раз за разом осматривать одно и то же кладбище и делать этот ход, чтобы получать все новые ответы. Как только ход сделан, это значит, что данный метод исследования себя исчерпал. Тебе придется сделать что-то другое, чтобы узнать больше.", + "playbook-charge-move-description-1": "Когда ты прибегаешь к насилию, чтобы решить проблему, напряги тело. В случае успеха ты наносишь урон или получаешь преимущество (скажем, сталкиваешь чудовище с лестницы)", + "playbook-charge-move-description-2": "У насилия всегда есть последствия. При 10+, выбери один вариант. При 7-9, выбери два варианта.", + "playbook-charge-move-description-2-consequences-1": "Ты получаешь урон", + "playbook-charge-move-description-2-consequences-2": "Ты сталкиваешься с трудностью или опасностью", + "playbook-charge-move-description-2-consequences-3": "Ты теряешь очко симпатии", + "playbook-charge-move-description-2-consequences-4": "Ты получаешь пункт страха", + "playbook-charge-move-description-2-consequences-5": "Ты получаешь травму (можно выбрать один раз за фильм)", + "playbook-think-move-description-1": "Когда ты ищешь решение или выход в гуще опасности, напряги мозги. При 10+, задай два вопроса из приведенных ниже. При 7-9, задай один вопрос", + "playbook-think-move-description-1-question-1": "Как мне отсюда выбраться?", + "playbook-think-move-description-1-question-2": "Где я могу укрыться?", + "playbook-think-move-description-1-question-3": "Как я могу помешать этой угрозе?", + "playbook-think-move-description-1-question-4": "Как я могу защитить _______?", + "playbook-think-move-description-2": "Если ты действуешь в соответствии с ответами, получи постоянный козырь на броски до тех пор, пока информация актуальна. Скажем, если ты спасаешься из проклятого особняка и сообразил на ходу, как тебе лучше выбраться, то козырь действует до тех пор, пока ты не окажешься снаружи.", + "playbook-lucky-move-description-1": "Если ты хочешь, чтобы твоему персонажу повезло, потрать очко симпатии и выбери что-то одно:", + "playbook-lucky-move-description-1-choose-1": "взять расходуемый козырь", + "playbook-lucky-move-description-1-choose-2": "найти что-то полезное", + "playbook-lucky-move-description-1-choose-3": "создать возможность", + "playbook-lucky-move-description-2": "Если вы хотите получить расходуемый козырь, очко симпатии перед своим следующим ходом", + "playbook-lucky-move-description-3": "Если вы решаете найти что-то полезное, вы объявляете, что можете легко получить предмет который может помочь вам. Например, у вас есть пистолет в вашем медальоне чтобы противостоять зомби. Единственное ограничение заключается в том, что предмет дает вам лишь шанс преуспеть, а не гарантию", + "playbook-lucky-move-description-4": "Если вы решаете создать возможность вы вносите небольшое изменение в сцену. Например, когда вы заперты в подвале без окон, вы можете сказать, что в нем есть маленькое окно. Ограничение лишь в том, что вы можете изменить лишь одну деталь: вы можете сказать, что в подвале есть окно или что оно пуленепробиваемое, но не то и другое сразу. Изменение не может разрешать конфликт сцены полностью, а только давать вам приемущество. ", + "playbook-comeback-move-description-1": "Когда ваш персонаж умирает или сходит с ума, у вас есть шанс вернуть его назад. Потратьте 5 очков симпатии и объясните, как ваш персонаж выжил. Может быть мы не видели всё, что произошло на самом деле, а может быть смертельная рана оказалась не такой уж и смертельной или ваш персонаж пришел в себя после приступа паники. ", + "playbook-comeback-move-description-1-1": "Если вы возвращаете мертвого персонажа к жизни, восстановите 1 пункт здоровья . Ваш персонаж может появиться в следующей сцене когда вы захотите.", + "playbook-comeback-move-description-1-2": "Если вы возвращаете персонажа сошедшего с ума от страха удалите 1 пункт страха. Ваш персонаж сохранит рассудок и вы сможете продолжить играть." +} \ No newline at end of file diff --git a/Horror Movie World/translations/sl.json b/Horror Movie World/translations/sl.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/sl.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/sv.json b/Horror Movie World/translations/sv.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/sv.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/tr.json b/Horror Movie World/translations/tr.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/tr.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/uk.json b/Horror Movie World/translations/uk.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/uk.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Horror Movie World/translations/zh.json b/Horror Movie World/translations/zh.json new file mode 100644 index 0000000000..05d813cf89 --- /dev/null +++ b/Horror Movie World/translations/zh.json @@ -0,0 +1,260 @@ +{ + "character-mode": "Character", + "basic-moves-mode": "Basic Moves", + "character-name": "Character Name:", + "playbook-selector-placeholder": " Choose A Playbook", + "virgin-playbook-option": "The Virgin", + "nerd-playbook-option": "The Nerd", + "chick-playbook-option": "The Chick", + "jock-playbook-option": "The Jock", + "scarred-playbook-option": "The Scarred", + "exorcist-playbook-option": "The Exorcist", + "sheriff-playbook-option": "The Sheriff", + "kid-playbook-option": "The Kid", + "outcast-playbook-option": "The Outcast", + "professor-playbook-option": "The Professor", + "playbook-select-title": "Select a Playbook above to get started", + "virgin-playbook-description": "Humble, shy, brave and responsible. The Virgin can always be relied on, and timid manners hide true courage before danger. She may not be a literal virgin, but her intentions are pure and she always means the best. Alas, many people\n consider The Virgin immature, naive or insignificant, so her opinion is rarely heard and it is much harder for her to convince others that she might be right.", + "playbook-attributes": "Attributes", + "attributes-pick-one": "Pick one.", + "virgin-statset-1": "Body 0, Bravery 2, Charms -1, Smarts 1", + "virgin-statset-2": "Body 1, Bravery 2, Charms -1, Smarts 0", + "virgin-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "virgin-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "roll-body-label": "Body:", + "roll-bravery-label": "Bravery:", + "roll-charms-label": "Charms:", + "roll-smarts-label": "Smarts:", + "playbook-sympathy-label": "Sympathy: ", + "playbook-sympathy-description-1": "You can get sympathy points by: failing a roll, using certain playbooks moves, or by playing out relationships with other characters.", + "playbook-sympathy-description-2": "You can spend sympathy points to trigger two basic moves: get lucky and come back.", + "playbook-feartrack-label": "Fear: ", + "playbook-fear-description-1": "If you fill up all of your character's fear points, you can spend 5 sympathy points to come back.", + "playbook-fear-description-2": "Otherwise, your character becomes a threat.", + "virgin-fear-move-description": "Fear Move: When you attract attention by being rude and loud, remove a fear point.", + "playbook-health-description-1": "When you suffer harm, mark a box above.", + "playbook-health-description-2": "Once per movie, when you suffer harm, you can immediately cancel it by choosing a trauma instead. When you have a trauma, rolls with affected attribute are one tier lower.", + "playbook-health-description-3": "When you mark all the boxes above, your character has died. You can then activate your death move.", + "trauma-wound": "Wound (Body)", + "trauma-panic": "Panic (Bravery)", + "trauma-mutilation": "Mutilation (Charms)", + "trauma-shock": "Shock (Smarts)", + "playbook-virgin-deathmove": "Death Move: When you die, choose the character you trusted the most. If they try to avenge your death, they take a sympathy point. If they try to save themselves, they lose a sympathy point.", + "playbook-basic-move-desc": "You get this move.", + "playbook-virgin-basic-move": "Audience favorite - You only need 4 sympathy points to come back.", + "playbook-pick-move-desc": "Also pick one of these.", + "playbook-virgin-move-description-1": "I'm into survival - When you think on the spot, ask 1 additional question. You can ask 1 question even on a miss, but The Director still makes a move against you.", + "playbook-virgin-move-description-2": "Scream Queen - You are able to let out blood curdling screams that haunt the audience for a while. When you roll a miss on escape or struggle with horror moves, take 2 sympathy points instead of one.", + "playbook-virgin-move-description-3": "Fight Smart - When you use your surroundings or lay traps against the current threat, charge with Smarts instead of Body.", + "playbook-virgin-move-description-4": "I won't leave you! - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well.", + "playbook-virgin-move-description-5": "Final Girl - If there are only two protagonists left alive, yourself included, take +1 ongoing for any charge rolls. If you are the only protagonist left alive, take a sympathy point as well", + "nerd-playbook-description": "Smart, shy, witty and dorky. The Nerd is often made fun of and rarely (if ever) gets laid. So they hide their insecurities behind huge amounts of savviness, including the genre savviness.", + "nerd-statset-1": "Body -1, Bravery 1, Charms 0, Smarts 2", + "nerd-statset-2": "Body -1, Bravery 0, Charms 1, Smarts 2", + "nerd-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "nerd-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "nerd-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-nerd-deathmove": "Death Move: When you die, you can choose another character and declare you have left a clue for them concerning the movie’s plot. Describe how they can obtain your message. As soon as it is obtained, the chosen character\n can ask 1 question to unveil the hidden.", + "playbook-moves-pick-two": "Pick two of these.", + "playbook-nerd-move-description-1": "Thank God, I'm a virgin - You only need 4 sympathy points to come back, like The virgin playbook.", + "playbook-nerd-move-description-2": "Inner Courage - You are braver than you think. When you struggle with horror and roll 10+, take +1 forward.", + "playbook-nerd-move-description-3": "I'm getting outta here! - When you escape, making things worse for others (leaving your friends behind, dropping important stuff etc.) take +1 ongoing until you have escaped.", + "playbook-nerd-move-description-4": "Geek in distress - When you are in danger and another character successfully saves you, they take 1 sympathy point.", + "playbook-nerd-move-description-5": "Horror fan - You know all the rules and all the cliches to survive in a horror movie. When you unveil the hidden or think on the spot,\n you can add the following questions to the list.\n ", + "playbook-nerd-move-description-question-1": "Who is going to be in danger next?", + "playbook-nerd-move-description-question-2": "What misfortune can happen now?", + "playbook-nerd-move-description-question-3": "What should we definitely not do?", + "playbook-nerd-believe-move-description": "You have to believe me! - When you are trying to convince someone of something outlandish or trying to prove something seemingly impossible, take +1 forward to get what you want.", + "chick-playbook-description": "Vain, sexy, bratty and popular. The Chick attracts attention in any company and things always go her way. At least, they would have, but the horror universe despises beautiful, successful people for some reason. So The Chick is usually\n one of the first to end up in danger.", + "chick-statset-1": "Body 1, Bravery -1, Charms 2, Smarts 0", + "chick-statset-2": "Body 0, Bravery -1, Charms 2, Smarts 1", + "chick-statset-3": "Body 1, Bravery 0, Charms 2, Smarts -1", + "chick-statset-4": "Body 0, Bravery 0, Charms 2, Smarts 0", + "chick-fear-move-description": "Fear Move: When you ignore weird and suspicious occurrences to appease your desires, remove a fear point.", + "playbook-chick-deathmove": "Death Move: When you die, choose a character who is going to hear your screams or stumble upon your corpse. From sheer shock, this character takes +1 forward to escape or charge>.", + "playbook-chick-move-description-1": "Damsel in distress - You start the movie with -1 sympathy points. In return, you get +1 Charms (max 3).", + "playbook-chick-move-description-2": "Alpha bitch - When you insult, humiliate or embarrass another character, take +1 forward for your bloated self-esteem. If it is a player character,\n they take a sympathy point.", + "playbook-chick-move-description-3": "Come on, this isn't funny! - You never know when it is better to shut up. When you attract attention to yourself in an obviously tense or creepy situation,\n take a sympathy point.", + "playbook-chick-move-description-4": "Sex appeal - When you use your looks and sexiness to get what you want, treat 7-9 as 10+. Take -1 forward to any move except for get what you want afterwards..", + "playbook-chick-move-description-5": "Surprise discovery - You can suddenly bump into something scary and connected to the plot. Take a fear point to ask a question from the unveil the hidden move without having to roll.", + "playbook-chick-move-description-6": "Dick move - When you betray another character to achieve a selfish goal, roll with Smarts. On 10+, your plan succeeds, and The Director makes\n a move against the betrayed character. On 7-9, your plan succeeds but you lose a sympathy point. On a miss, you lose a sympathy point, and The Director makes a move against you.", + "jock-playbook-description": "Rude, masculine, handsome and rough. The Jock is bathing in fame and adoration because of his strength, toughness and awesomeness. He is the fastest, strongest and meanest badass around here, and doomed are those who try to mess with\n him! At least, that is what The Jock thinks.", + "jock-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "jock-statset-2": "Body 2, Bravery 1, Charms 0, Smarts -1", + "jock-statset-3": "Body 2, Bravery -1, Charms 1, Smarts 0", + "jock-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "playbook-jock-deathmove": "Death Move: When you die, you can charge one last time with +1 forward.", + "playbook-jock-move-description-1": "The Bully - When you physically humiliate another character, take +1 forward for how powerful you feel. If it is a player character, they take\n a sympathy point.", + "playbook-jock-move-description-2": "Big friend - When you successfully protect or save other characters from danger using your physical prowess, take a sympathy point.", + "playbook-jock-move-description-3": "Talk to the fist - When you get what you want through intimidation, threats or violence, even on 7-9, you get it with no strings attached. Instead,\n you lose a sympathy point.", + "playbook-jock-move-description-4": "Athletic beauty - When you get what you want by showing off and making impressions, take +1 forward.", + "playbook-jock-move-description-5": "If I don't come back... - When you come into a conflict facing certain death, take +1 forward. If you step down from a challenge and take a safer\n route, take -1 forward.", + "playbook-jock-move-description-6": "Screams like a girl - You react to scary things in a ridiculously cowardly manner, very inappropriate for your macho image. When something scary comes\n your way, you can take a fear point to take a sympathy point as well.", + "scarred-playbook-description": "Moody, hardened and traumatized. The Scarred met with the true nightmare once and made it out alive, but at the cost of their soul. They live their life in fear of the next meeting with evil. This meeting is going to be inevitable\n and merciless as fate itself.", + "scarred-statset-1": "Body 1, Bravery 2, Charms -1, Smarts 0", + "scarred-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "scarred-statset-3": "Body 0, Bravery 2, Charms -1, Smarts 1", + "scarred-statset-4": "Body 0, Bravery 2, Charms 0, Smarts 0", + "scarred-fear-move-description": "Fear Move: When you open up to another character and share the burden of your past with them, remove a fear point. This character loses a sympathy point.", + "playbook-scarred-deathmove": "Death Move: When you die, give your hideout (see Moves—Hideout) one more advantage or remove one disadvantage. If nobody knows about your hideout yet, choose a character to give access to it.", + "playbook-scarred-basic-move": "After all these years... - When you come face to face with any monster of the movie, you can declare it is the monster you had faced before. Describe briefly how your last fight went and roll with Bravery.", + "playbook-scarred-move-description-1": "He who fights monsters - When you put another character in danger to get a shot at hurting the evil, take +1 forward. This character takes\n a sympathy point.", + "playbook-scarred-move-description-2": "Ready for a rematch - When you train obsessively to prepare for the next battle with the evil, you can take -1 forward to get no consequences\n on your next Body roll.", + "playbook-scarred-move-description-3": "Properly paranoid - When you act with suspicion and hostility against someone, you can get what you want from them as if you rolled 10+,\n but you lose a sympathy point.", + "playbook-scarred-move-description-4": "It's the only way - When you need a special weapon or ingredient to beat a monster, roll with Smarts. On 10+, you have it ready and prepared.\n On 7-9, you have it but something is wrong with it: The Director will tell you what. On a miss, you have it, but the evil adapts, and The Director makes a move against you.", + "playbook-advantage-1": " well hidden", + "playbook-advantage-2": " easy to defend", + "playbook-advantage-3": " has supplies", + "playbook-advantage-4": " has weapons", + "playbook-disadvantage-1": " takes time to get to it", + "playbook-disadvantage-2": " space for only one", + "playbook-disadvantage-3": " easy for evil to find", + "playbook-disadvantage-4": " easy for evil to break in", + "exorcist-playbook-description": "Sage, mysterious and truly faithful. The Exorcist does not face evil by accident. They go to fight it deliberately, to strike the forces of darkness with the knowledge of secret lore and the might of pure faith.", + "exorcist-statset-1": "Body -1, Bravery 0, Charms 1, Smarts 2", + "exorcist-statset-2": "Body -1, Bravery 1, Charms 0, Smarts 2", + "exorcist-statset-3": "Body 0, Bravery 1, Charms -1, Smarts 2", + "exorcist-statset-4": "Body 0, Bravery 0, Charms 0, Smarts 2", + "exorcist-fear-move-description": "Fear Move: When you openly provoke evil entities to contact or fight you, remove a fear point.", + "playbook-exorcist-deathmove": "Death Move: When you die, hold one. Use that hold to turn any roll of any character into 10+.", + "playbook-exorcist-move-description-1": "Take me instead! - When you ask evil forces to attack you instead of other characters and you do not try to protect yourself, all other characters\n can exit the scene safely. Whatever was coming for them is coming for you.", + "playbook-exorcist-move-description-2": "Vatican's libraries - You have access to a special library, archive or database concerning the supernatural. When you use this source of knowledge\n to unveil the hidden, ask 1 additional question. On a miss, you can still ask 1 additional question, but The Director makes a move against you.", + "playbook-exorcist-move-description-3": "God bless you - When you mystically bless another character, give them one of your sympathy points.", + "playbook-exorcist-move-description-4": "Strength of convinction - When you try to get what you want using religious or mystical arguments, take +1 forward.", + "playbook-exorcist-move-description-5": "Fear no evil - When you struggle with horror and roll 7-9, you do not take -1 forward.", + "playbook-exorcist-move-description-6": "The power of Christ compels you! - You can bind and banish evil entities using ancient rites and prayers. When you do so, roll with Bravery.", + "playbook-exorcist-move-description-7": "On 10+, evil is gone from the current scene (bound, forced to leave, isolated etc.) On 7-9, choose one:", + "playbook-exorcist-move-description-7-question-1": "You have stopped it only temporarily, it will reappear soon", + "playbook-exorcist-move-description-7-question-2": "You suffer harm or trauma from exhaustion", + "playbook-exorcist-move-description-7-question-3": "You lose a sympathy point", + "playbook-exorcist-move-description-8": "On a miss, evil laughs at your feeble prayers. Take a fear point, and The Director makes a move against you.", + "sheriff-playbook-description": "Scrupulous, simple-minded, methodical and dimwitted. The Sheriff’s job is to protect law and order, be it against stupid drunk kids or appallingly scary abominations.", + "sheriff-statset-1": "Body 2, Bravery 1, Charms 0, Smarts -1", + "sheriff-statset-2": "Body 2, Bravery 1, Charms -1, Smarts 0", + "sheriff-statset-3": "Body 2, Bravery 0, Charms 1, Smarts -1", + "sheriff-statset-4": "Body 2, Bravery 0, Charms 0, Smarts 0", + "sheriff-fear-move-description": "Fear Move: When you go alone to investigate weirdness or chase after a threat, remove a fear point.", + "playbook-sheriff-deathmove": "Death Move: When you die, you motivate your comrades to avenge you. Remove one flawantage of your backup (see Moves—Backup).", + "playbook-sheriff-merits": "Merits", + "playbook-sheriff-merit-1": " fast", + "playbook-sheriff-merit-2": " bench seats", + "playbook-sheriff-merit-3": " durable", + "playbook-sheriff-merit-4": " radio", + "playbook-sheriff-merit-5": " weapons", + "playbook-sheriff-flaws": "Flaws", + "playbook-sheriff-flaw-1": " one-man", + "playbook-sheriff-flaw-2": " fragile", + "playbook-sheriff-flaw-3": " slow", + "playbook-sheriff-flaw-4": " hard to start", + "playbook-sheriff-flaw-5": " breaks easily", + "playbook-sheriff-backup": "Backup", + "playbook-sheriff-backup-description": "You have several men under your command: rookie soldiers, younger hunters, guardsmen etc. Once per movie, you can call them for help, information or something else. Choose two advantages and two disadvantages for them.", + "playbook-sheriff-backup-advantages": "Advantages", + "playbook-sheriff-backup-advantage-1": " they believe whatever you say", + "playbook-sheriff-backup-advantage-2": " they know something you do not", + "playbook-sheriff-backup-advantage-3": " they are decent fighters", + "playbook-sheriff-backup-advantage-4": " they can arrive quickly", + "playbook-sheriff-backup-disadvantages": "flawantages", + "playbook-sheriff-backup-disadvantage-1": " they are skeptical", + "playbook-sheriff-backup-disadvantage-2": " they take their time to arrive", + "playbook-sheriff-backup-disadvantage-3": " they are dumb and careless", + "playbook-sheriff-backup-disadvantage-4": " they are weak fighters", + "kid-playbook-description": "Cute, strange and sensitive. The Kid is very vulnerable and often falls prey to evil, so adults have to save and protect them. But however weak they may be, The Kid is also very perceptive, can see the unseen and find the unfindable.", + "kid-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "kid-statset-2": "Body -1, Bravery 1, Charms 2, Smarts 0", + "kid-statset-3": "Body -1, Bravery 0, Charms 1, Smarts 2", + "kid-fear-move-description": "Fear Move: When you separate from a group to satiate your curiosity, remove a fear point.", + "playbook-kid-deathmove": "Death Move: When you die, choose a character who serves as your parental figure. This character takes 2 fear points or loses all sympathy points, their choice.", + "playbook-kid-move-description-1": "No children were harmed - Before the movie starts, roll with Charms. On 10+, hold two, on 7-9, hold one. Spend a hold to make a specific threat ignore you for a scene. On a miss, The Director holds one to turn any of your rolls into a miss.", + "playbook-kid-move-description-2": "Cute and popular - You only need 4 sympathy points to come back, like The Virgin playbook.", + "playbook-kid-move-description-3": "Open mind - You are able to connect spiritually with evil forces and learn the hidden truth about them. When you do it to unveil the hidden, treat 7-9 as 10+. On a miss, your own mind is contaminated: the Director will make you do something you desperately do not want to.", + "playbook-kid-move-description-4": "Living bait - When you willingly put yourself in harm’s way or attract hostile attention, take a sympathy point. Any character trying to save you takes +1 forward.", + "playbook-kid-move-description-5": "Creepy games - When you perform some childish activity (chalking, playing with dolls etc.) to reveal the plot’s hidden truth, take +1 forward to unveil the hidden. This way, you can even learn things you have no means to learn. On a miss, your games reveal someone’s horrible fate: name the character, and the Director makes a move against them.", + "playbook-kid-move-description-6": "Innocent charm - When you get what you want from a player’s character, on a miss, they get no sympathy points by doing the opposite of what you want.", + "outcast-playbook-description": "Unusual, unpredictable and full of surprises. The Outcast always represents some kind of minority and usually does not get along with peers. Nobody knows what to expect from The Outcast. Nobody knows if they are the first to die or will they save everybody in the end.", + "outcast-statset-1": "Body 2, Bravery 0, Charms 1, Smarts -1", + "outcast-statset-2": "Body -1, Bravery 2, Charms 0, Smarts 1", + "outcast-statset-4": "Body 0, Bravery 1, Charms -1, Smarts 2", + "outcast-fear-move-description": "Fear Move: When someone proposes a plan and you do the opposite or act contrary, remove a fear point.", + "playbook-outcast-deathmove": "Death Move: When you die, ask every player if their character feels remorse for mistreating you in the past. If they do, they take a sympathy point. If they do not, they take a fear point", + "playbook-outcast-basic-move": "Hidden depths - Take any move from The Chick, The Nerd or The Jock playbook.", + "playbook-outcast-move-description-1": "Alone in danger - When you end up alone against lethal danger, take +1 forward to struggle with horror or charge.", + "playbook-outcast-move-description-2": "My buddy is out there - Before the movie starts roll with Smarts. On 10+, hold two. On 7-9, hold one. Spend holds to appear in a scene just in the right position to help another character when they need it. On a miss, The Director holds one to turn one of your rolls into a miss.", + "playbook-outcast-move-description-3": "First to die - If you die while still having sympathy points, you can give one of them to any character you choose.", + "playbook-outcast-move-description-4": "Come and get me, asshole! - You can get what you want from monsters by taunting and insulting them. If you do so, on 7-9, you suffer harm.", + "playbook-outcast-move-description-5": "Stoic longer - When you struggle with horror, on 10+, you are so stoic and deadpan you actually inspire others. Everybody who is in a scene with you takes +1 forward.", + "professor-playbook-description": "Cranky, energetic and knowledgeable. The Professor stubbornly looks for the best solution even in most horrible predicaments, and their knowledge may be of great help to others. However, knowledge is a dangerous weapon in horror movies, and The Professor sometimes causes more harm than good.", + "professor-statset-1": "Body -1, Bravery 0, Charms 2, Smarts 1", + "professor-statset-2": "Body 0, Bravery -1, Charms 1, Smarts 2", + "professor-statset-3": "Body -1, Bravery 2, Charms 0, Smarts 1", + "professor-statset-4": "Body 0, Bravery 0, Charms 1, Smarts 1", + "professor-fear-move-description": "Fear Move: When you delegate an important task to someone less competent, remove a fear point.", + "playbook-professor-deathmove": "Death Move: When you die, name the character you see as your apprentice or successor. This character gains one of your picked moves until the movie ends.", + "playbook-professor-move-description-1": "Monologuing - When you perform a passionate monologue describing some horrible truth, roll with Charms. On a hit, your speech is eloquent and inspiring: everybody who can hear you takes +1 forward. On 7-9, your speech is also spooky and fills hearts with dread: one character of your choosing also takes a fear point. On a miss, your speech is plain terrifying: everybody who can hear you takes a fear point.", + "playbook-professor-move-description-2": "Mad Scientist - When you make a crazy experiment trying to solve your current problem, roll with Smarts. On a hit, it works and solves your problem. On 10+, choose one. On 7-9, choose two.", + "playbook-professor-move-description-2-question-1": "It corrupts you: take a fear point.", + "playbook-professor-move-description-2-question-2": "It is lethal: take harm or trauma.", + "playbook-professor-move-description-2-question-3": "It is monstrous: lose a sympathy point.", + "playbook-professor-move-description-3": "On a miss, it works in the sickest and most destructive way. It may solve your problem, but The Director makes a move against you.", + "playbook-professor-move-description-4": "Occult truths - Take any move from The Exorcist playbook.", + "playbook-professor-move-description-5": "Mad from revelation - When you unveil the hidden, take a fear point to ask 3 questions without making a roll.", + "playbook-professor-move-description-6": "Commanding presence - When you enter a scene in a dramatic or menacing fashion, roll with Bravery. On 10+, everyone immediately stops doing whatever they were doing until you do something. On 7-9, you pick one character (monsters included) to stop. On a miss, The Director immediately makes a move against you.", + "playbook-professor-move-description-7": "What have I done!? - When you confront a monster, you can declare that you are responsible, fully or partially, for its creation or release. Describe how it happened. Your next charge against this monster will count as 10+, but you cannot use the come back move for the rest of the movie.", + "playbook-escape-move-description-1": "When you escape from direct danger, roll with Body (if you use physical strength and dexterity, like climbing on a tree or punching through a door) or with Bravery (if you use self-control and willpower, like driving a\n car on a fragile rotting bridge).", + "playbook-escape-move-description-2": "On a hit, you escape for now.", + "playbook-escape-move-description-3": "On 7-9, you escape but suffer a setback, choose one.", + "playbook-escape-move-description-3-fail-1": "You lose something valuable", + "playbook-escape-move-description-3-fail-2": "You suffer harm", + "playbook-escape-move-description-3-fail-3": "You suffer trauma (can only be chosen once per movie)", + "playbook-escape-move-description-3-fail-4": "You end up in a different danger", + "playbook-escape-move-description-3-fail-5": "You lose a sympathy point", + "playbook-get-move-description-1": "When you have leverage over another character, and you try to get something from them, roll with Charms. What counts as “leverage” may differ, but usually you have to either exploit a personal relationship with this character\n or provide a definite argument why they should comply.", + "playbook-get-move-description-2": "On a hit, you are able to convince, influence or manipulate them.", + "playbook-get-move-description-3": "If it is a non-player character:", + "playbook-get-move-description-3-1": "On a 10+, they do what you want.", + "playbook-get-move-description-3-2": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-3": "On a 7-9, they do what you want, but with a troublesome condition or request.", + "playbook-get-move-description-3-4": "On a miss, you have angered them or created further complications.", + "playbook-get-move-description-4": "If it is a player character:", + "playbook-get-move-description-4-1": "On 10+, they take a sympathy point and\n ", + "playbook-get-move-description-4-2": "On 7-9, they take a sympathy point if they do what you want.", + "playbook-get-move-description-4-3": "On a miss, they take a sympathy point if they do the opposite of what you want.", + "playbook-struggle-move-description-1": "When you have to act all calm and rational in scary situations, roll with Bravery. This move covers any dangerous situations where no other move can be applied. It also covers situations where you have to react to something scary\n by standing still, hiding, holding your breath, etc.", + "playbook-struggle-move-description-2": "On a hit, you overcome your fear, do what you want and do not succumb to panic.", + "playbook-struggle-move-description-3": "On 7-9, you succeed but fear takes its toll: take -1 forward.", + "playbook-struggle-move-description-4": "On a miss, you are so scared you mess things up: take a fear point, and the Director makes a move against you.", + "playbook-struggle-move-description-5": "Helping another character can also trigger this move. On a hit, the character you have helped takes +1 forward. You still resolve the move according to the instructions above.", + "playbook-unveil-move-description-1": "When you research and investigate to pierce the plot’s mysteries, roll with Smarts. “Research” is a broad term: you can go through old books of legends, observe ancient tombstones, hit Google for information, etc.", + "playbook-unveil-move-description-2": "On a hit, you can ask questions about the plot, and The Director has to answer honestly. On 10+, ask two. On a 7-9, ask one.", + "playbook-unveil-move-description-2-question-1": "What secret is hidden here?", + "playbook-unveil-move-description-2-question-2": "Where does this evil come from?", + "playbook-unveil-move-description-2-question-3": "What does this evil want?", + "playbook-unveil-move-description-2-question-4": "What is this evil's most powerful ability?", + "playbook-unveil-move-description-2-question-5": "What is this evil's weakness?", + "playbook-unveil-move-description-2-question-6": "What can be useful here?", + "playbook-unveil-move-description-3": "On a miss, the plot’s horrible truth damages your sanity: take a fear point.", + "playbook-unveil-move-description-4": "Remember: you can only use a particular method of research once. You cannot just look through an old cemetery again and again and again, gaining new answers. When the move is made it means you have found all there is to learn here. You have\n to use another method of research to learn more.", + "playbook-charge-move-description-1": "When you use violence and physical prowess to solve problems, roll with Body. On a hit, you harm your opposition or put them where you want (e.g. push the monster downstairs or break the door open).", + "playbook-charge-move-description-2": "Violence always has consequences. On 10+, choose one. On 7-9, choose two.", + "playbook-charge-move-description-2-consequences-1": "You suffer harm", + "playbook-charge-move-description-2-consequences-2": "You end up in danger", + "playbook-charge-move-description-2-consequences-3": "You lose a sympathy point", + "playbook-charge-move-description-2-consequences-4": "You take a fear point", + "playbook-charge-move-description-2-consequences-5": "You suffer trauma (can only be chosen once per movie)", + "playbook-think-move-description-1": "When you come up with a solution or escape plan in the middle of danger, roll with Smarts. On a hit, you can ask questions about your predicament, and The Director has to answer honestly. On 10+, ask two. On 7-9, ask one.", + "playbook-think-move-description-1-question-1": "How can I get out of here?", + "playbook-think-move-description-1-question-2": "Where can I hide?", + "playbook-think-move-description-1-question-3": "How can I hinder this threat?", + "playbook-think-move-description-1-question-4": "How can I protect _______?", + "playbook-think-move-description-2": "If you act according to answers, take +1 ongoing while the information is relevant. If, for example, you escape from the madman’s house, keep +1 ongoing until you are outside.", + "playbook-lucky-move-description-1": "When you want something fortunate to happen to you, spend a sympathy point and choose one:", + "playbook-lucky-move-description-1-choose-1": "take +1 forward", + "playbook-lucky-move-description-1-choose-2": "find something useful", + "playbook-lucky-move-description-1-choose-3": "create an opportunity", + "playbook-lucky-move-description-2": "If you want to take +1 forward, you need to spend a sympathy point before your next move.", + "playbook-lucky-move-description-3": "If you choose to find something useful, you declare that you can easily get just the right item for your immediate problem. For example, you have a gun in your locket to stand a chance against zombies. The limit here is that an item only gives\n you a chance to succeed, not a guaranteed success.", + "playbook-lucky-move-description-4": "If you choose to create an opportunity, you make a slight alteration to the scene. For example, when you are trapped in a windowless basement, you can say that the basement does have a window, just a small one. The limit here is that you can\n only alter one detail: you can say the basement has a window or that it is bulletproof - but not both. This alteration also cannot resolve the scene’s conflict entirely, only give you an advantage.", + "playbook-comeback-move-description-1": "When your character dies or turns insane, you have a chance to bring them back. Spend 5 sympathy points and describe how your character survived. Maybe we did not see what really happened, or maybe the mortal wound was not so\n mortal after all, or maybe your character recovers after a short panic.\n ", + "playbook-comeback-move-description-1-1": "If you bring a dead character back to life, take 1 Health point back. Your character can appear in the next scene, any moment you want.", + "playbook-comeback-move-description-1-2": "If you bring back a character who turned insane from fear, remove 1 fear point. Your character stays sane, and you can play them further." +} \ No newline at end of file diff --git a/Ironsworn/Ironsworn.html b/Ironsworn/Ironsworn.html index f87a661c84..df0249a710 100644 --- a/Ironsworn/Ironsworn.html +++ b/Ironsworn/Ironsworn.html @@ -1,9 +1,9 @@ - +
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Version 2 Release

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As part of the version 2 release, a new landing page was added for selecting either the character sheet, or the new shared sheet. If this was previously a character sheet, you can just select the "CHARACTER" option.
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Version 2.2 Release

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The old static vows have now been migrated to the repeating vows (all the data should be there). If there are any issues, all of the old vow information is still available from the Abilities / Attributes section.
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@@ -27635,7 +27637,7 @@ on('change:stat_mode_button', function(eventinfo) { on('change:close_changelog', function() { setAttrs({ - 'changelog_2.0.0': 'on', + 'changelog_2.2.0': 'on', }); }); const progressStrings = [ @@ -27679,22 +27681,17 @@ function updateProgress (mark, progressArray) { function chosenDifficulty (rank) { switch (rank) { case 1: - return 12 - break; + return 12; case 2: - return 8 - break; + return 8; case 3: - return 4 - break; + return 4; case 4: - return 2 - break; + return 2; case 5: - return 1 - break; + return 1; default: - return null + return null; } } @@ -27872,14 +27869,92 @@ on('change:supply', function(eventinfo) { }); if (parseInt(eventinfo.newValue) === 0) setAttrs({debilUnprepared: "on"}); }); - on('remove:repeating_vow remove:repeating_bonds remove:repeating_progress remove:repeating_sites remove:repeating_assets', function() { - const timestamp = Number(new Date()) + on("remove:repeating_vow remove:repeating_bonds remove:repeating_progress remove:repeating_sites remove:repeating_assets", function() { + const timestamp = Number(new Date()); setAttrs({ repeat_delete: timestamp }); }); -on('change:repeating_vow:menace-show-button', function(eventinfo) { +on("change:repeating_vow:menace-show-button", function(eventinfo) { setAttrs({ - 'repeating_vow_menace-show': eventinfo.newValue + "repeating_vow_menace-show": eventinfo.newValue + }); +}); + +function fillRepeatingVow (vowNumber) { + const repeatingAttrs = [ + "vow_name", + "threat-name", + `menace-show-button`, + "menace-show", + "menace-1", + "menace-2", + "menace-3", + "menace-4", + "menace-5", + "menace-6", + "menace-7", + "menace-8", + "menace-9", + "menace-10", + "rank", + "progress_0", + "progress_1", + "progress_2", + "progress_3", + "progress_4", + "progress_5", + "progress_6", + "progress_7", + "progress_8", + "progress_9" + ]; + const legacyAttrs = [ + `vow${vowNumber}_name`, + `vow${vowNumber}_threat-name`, + `vow${vowNumber}_menace-show-button`, + `vow${vowNumber}_menace-show`, + `vow${vowNumber}-1-threat`, + `vow${vowNumber}-2-threat`, + `vow${vowNumber}-3-threat`, + `vow${vowNumber}-4-threat`, + `vow${vowNumber}-5-threat`, + `vow${vowNumber}-6-threat`, + `vow${vowNumber}-7-threat`, + `vow${vowNumber}-8-threat`, + `vow${vowNumber}-9-threat`, + `vow${vowNumber}-10-threat`, + `vow${vowNumber}_rank`, + `vow${vowNumber}-0`, + `vow${vowNumber}-1`, + `vow${vowNumber}-2`, + `vow${vowNumber}-3`, + `vow${vowNumber}-4`, + `vow${vowNumber}-5`, + `vow${vowNumber}-6`, + `vow${vowNumber}-7`, + `vow${vowNumber}-8`, + `vow${vowNumber}-9` + ]; + getAttrs(legacyAttrs, function(vow) { + const newrowid = generateRowID(); + var newAttrs = {}; + repeatingAttrs.forEach(function (attr, index) { + newAttrs[`repeating_vow_${newrowid}_${attr}`] = vow[legacyAttrs[index]]; + }) + setAttrs(newAttrs); + }); +} + +on("sheet:opened", function() { + getAttrs(["vows_migrated"], function(migrationCheck) { + if (migrationCheck.vows_migrated == true) { + return true + } else { + for (currentVow = 1; currentVow <= 5; currentVow++) { + fillRepeatingVow(currentVow); + } + setAttrs({vows_migrated: true}); + }; }); });function getCurrentVow (VowValues) { let total = 0 @@ -27908,22 +27983,17 @@ function updateVow (mark, vowArray, number) { function chosenDifficulty (rank) { switch (rank) { case 1: - return 12 - break; + return 12; case 2: - return 8 - break; + return 8; case 3: - return 4 - break; + return 4; case 4: - return 2 - break; + return 2; case 5: - return 1 - break; + return 1; default: - return null + return null; } } diff --git a/Ironsworn/src/app/pages/character/summary.pug b/Ironsworn/src/app/pages/character/summary.pug index 39465bf148..dbae9e8df3 100644 --- a/Ironsworn/src/app/pages/character/summary.pug +++ b/Ironsworn/src/app/pages/character/summary.pug @@ -13,8 +13,9 @@ mixin summaryPage fieldset.repeating_vow +repeatingVow() else - each vow in legacyVows - +vowLegacy(vow) + div.hide-element + each vow in legacyVows + +vowLegacy(vow) fieldset.repeating_vow +repeatingVow() h3.divide(data-i18n='page-summary-debilities')=locals['page-summary-debilities'] diff --git a/Ironsworn/src/app/pages/common/vows.pug b/Ironsworn/src/app/pages/common/vows.pug index 60c84eb82c..a7affc9c64 100644 --- a/Ironsworn/src/app/pages/common/vows.pug +++ b/Ironsworn/src/app/pages/common/vows.pug @@ -13,7 +13,8 @@ mixin vowsPage(sheetType) fieldset.repeating_vow +repeatingVow() else - each vow in legacyVows - +vowLegacy(vow) + div.hide-element + each vow in legacyVows + +vowLegacy(vow) fieldset.repeating_vow +repeatingVow() \ No newline at end of file diff --git a/Ironsworn/src/app/pages/index.pug b/Ironsworn/src/app/pages/index.pug index 523034bed1..39ee9155ff 100644 --- a/Ironsworn/src/app/pages/index.pug +++ b/Ironsworn/src/app/pages/index.pug @@ -1,8 +1,8 @@ -input.changelog.hide-element(type='checkbox' name='attr_changelog_2.0.0') +input.changelog.hide-element(type='checkbox' name='attr_changelog_2.2.0') .changelog .copy - h3 Version 2 Release - div As part of the version 2 release, a new landing page was added for selecting either the character sheet, or the new shared sheet. If this was previously a character sheet, you can just select the "CHARACTER" option. + h3 Version 2.2 Release + div The old static vows have now been migrated to the repeating vows (all the data should be there). If there are any issues, all of the old vow information is still available from the Abilities / Attributes section. div.center (All your data will be retained) label.close-changelog input(type='checkbox' name=`attr_close_changelog` class='hide-element') diff --git a/Ironsworn/src/app/workers/scripts/legacy-vows.js b/Ironsworn/src/app/workers/scripts/legacy-vows.js index 66bec3c441..b092ce7118 100644 --- a/Ironsworn/src/app/workers/scripts/legacy-vows.js +++ b/Ironsworn/src/app/workers/scripts/legacy-vows.js @@ -25,22 +25,17 @@ function updateVow (mark, vowArray, number) { function chosenDifficulty (rank) { switch (rank) { case 1: - return 12 - break; + return 12; case 2: - return 8 - break; + return 8; case 3: - return 4 - break; + return 4; case 4: - return 2 - break; + return 2; case 5: - return 1 - break; + return 1; default: - return null + return null; } } diff --git a/Ironsworn/src/app/workers/scripts/pages.js b/Ironsworn/src/app/workers/scripts/pages.js index 2905008031..c133c9fab1 100644 --- a/Ironsworn/src/app/workers/scripts/pages.js +++ b/Ironsworn/src/app/workers/scripts/pages.js @@ -25,6 +25,6 @@ on('change:stat_mode_button', function(eventinfo) { on('change:close_changelog', function() { setAttrs({ - 'changelog_2.0.0': 'on', + 'changelog_2.2.0': 'on', }); }); diff --git a/Ironsworn/src/app/workers/scripts/progress.js b/Ironsworn/src/app/workers/scripts/progress.js index bc957761cc..ba589cbd82 100644 --- a/Ironsworn/src/app/workers/scripts/progress.js +++ b/Ironsworn/src/app/workers/scripts/progress.js @@ -39,22 +39,17 @@ function updateProgress (mark, progressArray) { function chosenDifficulty (rank) { switch (rank) { case 1: - return 12 - break; + return 12; case 2: - return 8 - break; + return 8; case 3: - return 4 - break; + return 4; case 4: - return 2 - break; + return 2; case 5: - return 1 - break; + return 1; default: - return null + return null; } } diff --git a/Ironsworn/src/app/workers/scripts/vows.js b/Ironsworn/src/app/workers/scripts/vows.js index 215a1886fb..b85de45d51 100644 --- a/Ironsworn/src/app/workers/scripts/vows.js +++ b/Ironsworn/src/app/workers/scripts/vows.js @@ -1,10 +1,88 @@ -on('remove:repeating_vow remove:repeating_bonds remove:repeating_progress remove:repeating_sites remove:repeating_assets', function() { - const timestamp = Number(new Date()) +on("remove:repeating_vow remove:repeating_bonds remove:repeating_progress remove:repeating_sites remove:repeating_assets", function() { + const timestamp = Number(new Date()); setAttrs({ repeat_delete: timestamp }); }); -on('change:repeating_vow:menace-show-button', function(eventinfo) { +on("change:repeating_vow:menace-show-button", function(eventinfo) { setAttrs({ - 'repeating_vow_menace-show': eventinfo.newValue + "repeating_vow_menace-show": eventinfo.newValue + }); +}); + +function fillRepeatingVow (vowNumber) { + const repeatingAttrs = [ + "vow_name", + "threat-name", + `menace-show-button`, + "menace-show", + "menace-1", + "menace-2", + "menace-3", + "menace-4", + "menace-5", + "menace-6", + "menace-7", + "menace-8", + "menace-9", + "menace-10", + "rank", + "progress_0", + "progress_1", + "progress_2", + "progress_3", + "progress_4", + "progress_5", + "progress_6", + "progress_7", + "progress_8", + "progress_9" + ]; + const legacyAttrs = [ + `vow${vowNumber}_name`, + `vow${vowNumber}_threat-name`, + `vow${vowNumber}_menace-show-button`, + `vow${vowNumber}_menace-show`, + `vow${vowNumber}-1-threat`, + `vow${vowNumber}-2-threat`, + `vow${vowNumber}-3-threat`, + `vow${vowNumber}-4-threat`, + `vow${vowNumber}-5-threat`, + `vow${vowNumber}-6-threat`, + `vow${vowNumber}-7-threat`, + `vow${vowNumber}-8-threat`, + `vow${vowNumber}-9-threat`, + `vow${vowNumber}-10-threat`, + `vow${vowNumber}_rank`, + `vow${vowNumber}-0`, + `vow${vowNumber}-1`, + `vow${vowNumber}-2`, + `vow${vowNumber}-3`, + `vow${vowNumber}-4`, + `vow${vowNumber}-5`, + `vow${vowNumber}-6`, + `vow${vowNumber}-7`, + `vow${vowNumber}-8`, + `vow${vowNumber}-9` + ]; + getAttrs(legacyAttrs, function(vow) { + const newrowid = generateRowID(); + var newAttrs = {}; + repeatingAttrs.forEach(function (attr, index) { + newAttrs[`repeating_vow_${newrowid}_${attr}`] = vow[legacyAttrs[index]]; + }) + setAttrs(newAttrs); + }); +} + +on("sheet:opened", function() { + getAttrs(["vows_migrated"], function(migrationCheck) { + if (migrationCheck.vows_migrated == true) { + return true + } else { + for (currentVow = 1; currentVow <= 5; currentVow++) { + fillRepeatingVow(currentVow); + } + setAttrs({vows_migrated: true}); + }; }); }); \ No newline at end of file diff --git a/Ironsworn/src/package.json b/Ironsworn/src/package.json index 92eb53da3b..854984ee01 100644 --- a/Ironsworn/src/package.json +++ b/Ironsworn/src/package.json @@ -1,6 +1,6 @@ { "name": "ironsworn", - "version": "2.1.0", + "version": "2.2.0", "description": "Roll20 character sheet for the RPG ironsworn", "main": "Ironsworn.html", "scripts": { diff --git a/Ironsworn/translations/af.json b/Ironsworn/translations/af.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/af.json +++ b/Ironsworn/translations/af.json @@ -130,31 +130,42 @@ "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.
  • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
  • Line up your shot: Roll +edge, and take +1 momentum on a hit.
", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
  • Push yourself: Endure Harm (1 harm).
  • Lose yourself: Endure Stress (1 stress).
", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
  • Add +2 and take +1 momentum on a hit.
  • Inflict +2 harm on a hit.
", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
  • Add +2.
  • Take +2 momentum on a hit.
", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
  • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
  • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
  • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
  • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
  • Iron: Strike(if you have initiative) or Clash now, and add +1.
  • Edge: Take +1 momentum.
", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
  • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
  • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
  • Your blood: Endure Harm (2 harm).
  • Something precious: Endure Stress(2 stress).
  • Provisions: Suffer -2 supply.
", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
  • When a foe first crosses the boundary, take +1 momentum.
  • When you first inflict harm against a foe within the boundary, inflict +1 harm.
  • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/ca.json b/Ironsworn/translations/ca.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/ca.json +++ b/Ironsworn/translations/ca.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/cs.json b/Ironsworn/translations/cs.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/cs.json +++ b/Ironsworn/translations/cs.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/da.json b/Ironsworn/translations/da.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/da.json +++ b/Ironsworn/translations/da.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/de.json b/Ironsworn/translations/de.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/de.json +++ b/Ironsworn/translations/de.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/el.json b/Ironsworn/translations/el.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/el.json +++ b/Ironsworn/translations/el.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/en.json b/Ironsworn/translations/en.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/en.json +++ b/Ironsworn/translations/en.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/es.json b/Ironsworn/translations/es.json index 0618920ee4..cf04bb3a3f 100644 --- a/Ironsworn/translations/es.json +++ b/Ironsworn/translations/es.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/fr.json b/Ironsworn/translations/fr.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/fr.json +++ b/Ironsworn/translations/fr.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/he.json b/Ironsworn/translations/he.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/he.json +++ b/Ironsworn/translations/he.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/hu.json b/Ironsworn/translations/hu.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/hu.json +++ b/Ironsworn/translations/hu.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/it.json b/Ironsworn/translations/it.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/it.json +++ b/Ironsworn/translations/it.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/ja.json b/Ironsworn/translations/ja.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/ja.json +++ b/Ironsworn/translations/ja.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).", + "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.", + "asset-slayer-ability-3-list-1": "Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).", + "asset-slayer-ability-3-list-2": "Prove your worth: When you Sojourn, reroll any dice (one time only).", "asset-spirit-bound-ability-1": "You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).", "asset-spirit-bound-ability-2": "When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.", - "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
    • Let them go: Take 2 experience for each marked ability and discard this asset.
    • Deepen your connection: Add +1 more when you leverage this asset.
    ", + "asset-spirit-bound-ability-3": "One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.", + "asset-spirit-bound-ability-3-list-1": "Let them go: Take 2 experience for each marked ability and discard this asset.", + "asset-spirit-bound-ability-3-list-2": "Deepen your connection: Add +1 more when you leverage this asset.", "asset-storyweaver-ability-1": "When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.", "asset-storyweaver-ability-2": "When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.", "asset-storyweaver-ability-3": "When you Sojourn within a community with which you share a bond, add +2 (instead of +1).", "asset-trickster-ability-1": "When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.", "asset-trickster-ability-2": "When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.", - "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.
    • Keep your secret: Roll +shadow (instead of +heart).
    • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
    ", + "asset-trickster-ability-3": "When you Forge a Bond for a relationship founded on a lie, choose one.", + "asset-trickster-ability-3-list-1": "Keep your secret: Roll +shadow (instead of +heart).", + "asset-trickster-ability-3-list-2": "Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.", "asset-veteran-ability-1": "When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.", "asset-veteran-ability-2": "When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.", "asset-veteran-ability-3": "When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.", "asset-description-waterborn": "", "asset-waterborn-ability-1": "When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.", - "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
    • The wind is at your back: Mark progress twice.
    • Find safe anchor: Make Camp now and reroll any dice.
    • Reap the bounty: Resupply now and reroll any dice.
    ", + "asset-waterborn-ability-2": "When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.", + "asset-waterborn-ability-2-list-1": "The wind is at your back: Mark progress twice.", + "asset-waterborn-ability-2-list-2": "Find safe anchor: Make Camp now and reroll any dice.", + "asset-waterborn-ability-2-list-3": "Reap the bounty: Resupply now and reroll any dice.", "asset-waterborn-ability-3": "When you Enter the Fray aboard a boat or ship, reroll any dice.", "asset-wayfinder-ability-1": "When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset.", "asset-wayfinder-ability-2": "When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.", diff --git a/Ironsworn/translations/ko.json b/Ironsworn/translations/ko.json index cea9c378e7..0b4fa156ed 100644 --- a/Ironsworn/translations/ko.json +++ b/Ironsworn/translations/ko.json @@ -130,31 +130,42 @@ "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.
    • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
    • Line up your shot: Roll +edge, and take +1 momentum on a hit.
    ", + "asset-archer-ability-1": "When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.>", + "asset-archer-ability-1-list-1": "Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.", + "asset-archer-ability-1-list-2": "Line up your shot: Roll +edge, and take +1 momentum on a hit.", "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.
    • Push yourself: Endure Harm (1 harm).
    • Lose yourself: Endure Stress (1 stress).
    ", + "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-2-list-1": "Push yourself: Endure Harm (1 harm).", + "asset-berserker-ability-2-list-2": "Lose yourself: Endure Stress (1 stress).", "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).
    • Add +2 and take +1 momentum on a hit.
    • Inflict +2 harm on a hit.
    ", + "asset-cutthroat-ability-1": "When you are in position to Strike at an unsuspecting foe, choose one (before rolling).", + "asset-cutthroat-ability-1-list-1": "Add +2 and take +1 momentum on a hit.", + "asset-cutthroat-ability-1-list-2": "Inflict +2 harm on a hit.", "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).
    • Add +2.
    • Take +2 momentum on a hit.
    ", - "asset-description-fletcher": "", + "asset-duelist-ability-3": "When you Draw the Circle, choose one (before rolling).", + "asset-duelist-ability-3-list-1": "Add +2.", + "asset-duelist-ability-3-list-2": "Take +2 momentum on a hit.", "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.
    • Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
    • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
    ", + "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-fletcher-ability-3-list-1": "Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).", + "asset-fletcher-ability-3-list-2": "Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).", "asset-description-ironclad": "If you wear armor...", - "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.
    • Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
    • Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
    ", + "asset-ironclad-ability-1": "When you equip or adjust your armor, choose one.", + "asset-ironclad-ability-1-list-1": "Lightly armored:When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.", + "asset-ironclad-ability-1-list-2": "Geared for war:Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.", "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", @@ -168,12 +179,16 @@ "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...
    • Iron: Strike(if you have initiative) or Clash now, and add +1.
    • Edge: Take +1 momentum.
    ", + "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-1-list-1": "Iron: Strike(if you have initiative) or Clash now, and add +1.", + "asset-skirmisher-ability-1-list-2": "Edge: Take +1 momentum.", "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).
    • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
    • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
    ", + "asset-slinger-ability-2": "When you Strike by launching stones at an advancing foe, you may choose one (before rolling).", + "asset-slinger-ability-2-list-1": "Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.", + "asset-slinger-ability-2-list-2": "Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.", "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).", @@ -214,7 +229,10 @@ "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.
    • Your blood: Endure Harm (2 harm).
    • Something precious: Endure Stress(2 stress).
    • Provisions: Suffer -2 supply.
    ", + "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-1-list-1": "Your blood: Endure Harm (2 harm).", + "asset-scry-ability-1-list-2": "Something precious: Endure Stress(2 stress).", + "asset-scry-ability-1-list-3": "Provisions: Suffer -2 supply.", "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.", @@ -232,10 +250,13 @@ "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-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 a weak 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.
    • When a foe first crosses the boundary, take +1 momentum.
    • When you first inflict harm against a foe within the boundary, inflict +1 harm.
    • Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", + "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.", + "asset-ward-ability-1-list-1": "When a foe first crosses the boundary, take +1 momentum.", + "asset-ward-ability-1-list-2": "When you first inflict harm against a foe within the boundary, inflict +1 harm.", + "asset-ward-ability-1-list-3": "Your ward is ‘likely' (Ask the Oracle) to trap a foe within the boundary.", "asset-ward-ability-2": "As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain').", "asset-ward-ability-3": "When you perform this ritual, add +1 and take +1 momentum on a hit.", "asset-description-cave-lion": "Your cat takes down its prey.", @@ -253,7 +274,7 @@ "asset-description-horse": "You and your horse ride as one.", "asset-horse-ability-1": "Swift: When you Face Danger +edge using your horse's speed and grace, or when you Undertake a Journey, add +1.", "asset-horse-ability-2": "Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.", - "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling). ", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
", + "asset-horse-ability-3": "Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.", "asset-description-hound": "Your hound is your steadfast companion.", "asset-hound-ability-1": "Sharp: When you Gather Information using your hound's keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.", "asset-hound-ability-2": "Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.", @@ -317,7 +338,9 @@ "asset-fortune-hunter-ability-1": "When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.", "asset-fortune-hunter-ability-2": "When in a community or trading, you may suffer -1 wealth and take +2 supply.", "asset-fortune-hunter-ability-3": "When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.", - "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling). ", + "asset-herbalist-ability-1": "When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).", + "asset-herbalist-ability-1-list-1": "Add +2.", + "asset-herbalist-ability-1-list-2": "On a hit, take or give an additional +1 health.", "asset-herbalist-ability-2": "When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.", "asset-herbalist-ability-3": "When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.", "asset-honorbound-ability-1": "When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.", @@ -333,7 +356,11 @@ "asset-loyalist-ability-2": "When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.", "asset-loyalist-ability-3": "When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.", "asset-description-masked": "Once you mark a bond with elves, and are gifted a mask of precious elderwood...", - "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1": "Choose your mask's material. When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).", + "asset-masked-ability-1-list-1": "Thunderwood: Edge / Health", + "asset-masked-ability-1-list-2": "Bloodwood: Iron / Health", + "asset-masked-ability-1-list-3": "Ghostwood: Shadow / Spirit", + "asset-masked-ability-1-list-4": "Whisperwood: Wits / Spirit", "asset-masked-ability-2": "As above, and you may instead add +2 and suffer -2 (decide before rolling).", "asset-masked-ability-3": "When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).", "asset-description-oathbreaker": "Once you Forsake a Vow...", @@ -367,22 +394,31 @@ "asset-sighted-ability-3": "When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.", "asset-slayer-ability-1": "When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.", "asset-slayer-ability-2": "When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.", - "asset-slayer-ability-3": "When you slay a beast or horror (at least formidable), you may take a trophy and choose one.